Thanks! Glad you like it!
Jacob Marks
Creator of
Recent community posts
Thanks! Maybe I should give a try for the Summer jam since I haven't had a chance to make anything yet...
My concern with Vaarn is that there are twice the stats, and inventory slots. I'd be worried new players wouldn't understand the slots concept if they couldn't see the literal numbered spaces on their page.
Thank you so much! The save image not collecting the highlight was on purpose, since the buttons and other UI elements aren't saved with it. But since it collects the text at the bottom from the highlight you're right it would make sense to show the highlight UI element too!
A friend of mine recently gave me some changes to this that will fix the web links, but I haven't uploaded it yet. I'll also make this change when I get to that!
Thanks so much for playing! And for the detailed review.
Each letter on the maps and screen are the different factions. I should've explained it better in one of the help screens. H for humans, S for skeletons, G for ghosts, C for crabs, O for octopus, M for monkeys, F for fish, P for parrots, and R for crocodile. R stood for reptile. Every faction is hostile to every other faction, so you'll see them fighting amongst themselves. Your own faction won't fight you. Also all ports are friendly to land at.
Yeah you beat the game with 4 amulets of Yendor. Maps to those pop up randomly in ports, but ports change out their stock every 100 moves or so. If a map doesn't say Yendor in the name then it is just gold. I found the maps are often a bit too confusing for people, and sometimes the treasure is placed very far away from where they bought the map. The world map was listed under treasure maps which is kind of funny.
For mouse movement if there are no hostiles nearby you'll move all the way to the click point. Otherwise you only move one tile because you could die super fast if an enemy gets within range. Only problem is that is buggy on land.
Again thanks so much for playing!
Nice little game. Your dungeon layouts came out good. There are quite a few bugs and in some ways the game is very easy due to the lack of enemy path-finding. However it also seems like you cannot beat the game unless you buy some meta-progressions? I would have enjoyed a bit more avenues for player decision making.
Nice little game. Your dungeon layouts came out good. There are quite a few bugs and in some ways the game is very easy due to the lack of enemy path-finding. However it also seems like you cannot beat the game unless you buy some meta-progressions? I would have enjoyed a bit more avenues for player decision making.
The art style is lovely and I really like the idea of wandering around a small world map and staying at inns in between battles. I did not enjoy the combat system, I think I would have preferred something turn-based, or where I at least needed to move my mouse less far. Overall it was a fun experience though and I think the concept could be expanded into something really cool.
The art style is lovely and I really like the idea of wandering around a small world map and staying at inns in between battles. I did not enjoy the combat system, I think I would have preferred something turn-based, or where I at least needed to move my mouse less far. Overall it was a fun experience though and I think the concept could be expanded into something really cool.
Interesting concept! I think it could be expanded on in really cool ways. The art and ui are really pleasant and polished, though the cards could be hard for me to tell apart. There's not a lot of game here and I was left frustrated by the lack of information when making choices. I would mostly click randomly each move since there wasn't much to go off of. I still enjoyed my time with it and would love to see it expanded. Either more ways for the player to understand the risk of their choices, or more flavor and world building for each card so you get the sense of witnessing a small roguelike story.
Interesting concept! I think it could be expanded on in really cool ways. The art and ui are really pleasant and polished, though the cards could be hard for me to tell apart. There's not a lot of game here and I was left frustrated by the lack of information when making choices. I would mostly click randomly each move since there wasn't much to go off of. I still enjoyed my time with it and would love to see it expanded. Either more ways for the player to understand the risk of their choices, or more flavor and world building for each card so you get the sense of witnessing a small roguelike story.
Very fun game! Extremely polished, and addicting. I was a bit confused by the lack of positional meaning. Being on a grid, I assumed that monster or item position would have an influence on the game. In an expanded version that could be a nice addition! Also as a roguelike I would have preferred more variety to each run. Something like Sol Cesto does a great job making abstract puzzles feel like levels of a dungeon, could be a game to look at and reference.
Great and fun game overall!
Very fun game! Extremely polished, and addicting. I was a bit confused by the lack of positional meaning. Being on a grid, I assumed that monster or item position would have an influence on the game. In an expanded version that could be a nice addition! Also as a roguelike I would have preferred more variety to each run. Something like Sol Cesto does a great job making abstract puzzles feel like levels of a dungeon, could be a game to look at and reference.
Great and fun game overall!



































