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NGumi

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A member registered Feb 28, 2015 · View creator page →

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The dungeon is generated with simple room placement, an example is here https://slsdo.github.io/procedural-dungeon/ under random room placement. What is WFC?

I like the art style but I managed to softlock myself on day 6, i had no gold but only options that required gold image.png

I really like the idea of 3d tetris in this sense though am confused about the loose condition. sometimes it just ends and i can’t tell why.

This is certainly one of the more unique entries in the jam and i love the art style. Would have been really nice to have a sensitivity slider for the scrolling, tried to play on my track-pad and was uncontrollable but when swapped to mouse was super slow.

reminds me of vvvvvvvvv. think it would have been nice to have a sign at the start of the levels to point in the correct direction.

mate, on your game payge, click edit game, scroll to the bottom selected public and save. then we can actually play and rate it

it got really tedious quickly waiting for the little cut scene each time. not sure its worth having past the first time. otherwise good job

I really struggled to tell which building i had left to evacuate, but otherwise good entry

Certainly an original entry, i did find it very difficult to understand the time for combos though

You’ve done really well here, at first through F and J was a weird control choice but it worked well and i love the pixel shader for “health”

Pretty layout, will note the tutorial text went by faster than i could read it. would have been nice if it waited for an input to continue

Really like the graphics and music, would be nice if there were more affordable options early so i wasn’t forced to spend my first 4 or so upgrades on damage

I want to like it as i like dungeon crawlers, but not being able to adjust the mouse sensitivity plus the lag spikes when i do hit things made it difficult to use.

yeah, clairvoyance was added specifically so the player can guaranteed avoid getting into that situation.

Like the idea, i’ve been trying to think how to do a tower offence game in an interesting way for a while but you did it. I did find the interface confusing notably it took me a while to figure out how to put down my units and command them. I also found the units got stuck on the water alot and chose to stand next to the towers instead of hitting them half the time. If it wasn’t for that i could spend a fair bit of time in the game

Good job making a clean 3d game in such a short time. The art and sound design are both very good. Would like to note a few things:

  • took me a bit to figure out to use the mouse to shoot as i could do the menu with the mouse
  • In the settings menu i couldn’t figure out how to scroll down to see the controlls
  • For the future there is lag the first time a particle is used(in this case killing something) you need to have the game precompile the particle shader
  • the hurtboxes felt very inconsistant but that could just me being bad at aiming

Don’t let the comments above fool you, i did like it which is why i’ve done a bit more of an indepth comment than normal

Thank you, I really didn’t expect to get any positive comments about the music, i’m really bad at it

Mind sharing which mechanic did you find confusing so i can do better next time?

Thanks for playing, was there anything specific you found confusing so i can improve?

XD, when my partner was playtesting she was getting frustrated by it but insisted i keep it as it’s funny.

I’m so glad, i’ve been trying to learn to make roguelikes for a few months.

The princess says(in the log on the right) to use it on the crystal(it’s in the top right behind a barrier) not the barriers. hope that helps

Opening the capsules feels really good, would have been nice to have an indicator that i need to scroll to keep playing was very confused for quite a while

Very pretty game, I don’t really like incrementals but this is one of the better ones i’ve seen.

Sorry but don’t think your game works. clicked on all the people in the crowd and the 2 in the arena and nothing happened

Like the art style, don’t find the loop very compelling though so didn’t end up playing much

Liked the idea, felt really slow and going through the same level multiple times got a bit annoying honestly.

Thank you for playing, For the potions you have to use them on yourself, my guess is you targeted somewhere else, I absolutely should have made it so they had to be targeted on self but had it as somewhere else as initially had plans for the princess to have some kind of magic but didn’t have the time.

Sorry to say, I have dyslexia and couldn’t read the how to play. I tried figuring out by experimenting but just suddenly started loosing money and lost.

Well done, love the use of vector graphics. sorry but honestly not sure it follows the theme.

upgrades can be awkward to implement so well done on doing so in your first entry

Like the simple graphics took me a bit to understand what i needed to do to diffuse the bomb, once i did though i found it quite a nice compelling little loop

Love the take on doom(though disagree that being bald is being doomed lol) very original. On a laptop so really really struggled with controls. would have been very nice to be able to adjust sensitivity.

Very nice graphics

Attempt 1: Managed to have the mouse disconnect from the game so i could only move so much then clicked fullscreen and lost the ability to walk.

Attempt 2: Would have been nice to have been given some reason to continue feeding the machine. Lost motivation to continue after 3 of the machines and became tedious imo.

I’m sorry but i feel like i must be missing something, I spent the whole time just going in a circle between the crystal spitting thing and the window and mashing enter for bots and didn’t seem to have any imminent doom. Happy to try again if you can say what i’m missing.

Love the 1-bit graphics Gives me strong original zelda vibes, unfortunately the controls are also as awkward. really struggled to position and tell the range on my attack

good job

Love the use of ascii art. The shader gave me a massive headache. Interesting idea loosing dimensions on each stage, certainly made it unique. well done

The waddle and face your your character is really cute, I did struggle a little where where hit and collision boxes where though

You don’t have to select bottles, just 2 things being it 2 ingredients or a bottle and an ingredient.

it’s just 1 though 4 to select slots, it is in the ccontrols section of settings

I really struggled to play the game between the overly zoomed in camera and the invisible walls I struggled to navigate and not just hit obstacles i didn’t know where there a fraction of a second before.

Separately it’s likely my dyslexia but i basically couldn’t read the font you chose