So I am guessing that this project has been completely abandoned at this point? A shame, as it looked quite promising as both an actual game and a TF project. These things together are rare enough, especially when it comes to dungeon crawlers.
A bit of animation for when you take damage or something like that would be nice, so it doesn't feel as abrupt when you die. Also, I presume there's some sort of logic behind how often you encounter upgrades, so some sort of "map" that tells you when the next upgrade is coming up. Also a shop would be a priority, maybe it would sell consumables for cheap as well as more expensive permanent, with some sort of limited backpack space mechanic? Either way, this is pretty cool so far.
I liked it! A simple game of probability and upgrade choices, but a good variety of enemies for an early build, and the concept is very solid. Would love to see more choices!
After playing for 5 minutes I can say, this has potential.
The interface and controls could be enhanced. Like you have 3 buttons to press, why not bind them to 3 easy reachable keys. Moving and clicking is a hassle for lazy types and since the game play is lazy, that might increase the appeal. I rest my hand on wasdf for instance, hint, hint.
The minimalistic gameplay reminds of Sort the Court, although this dungeon crawler seems to be a rogue like, but we will see, where it is headed after prototype phase.
Game works well with the google chrome browser. Unsure of what some of the different status effects do, or if they are temporary or permanent, but it looks like a fun game.
I downloaded the scary .exe but was unable to play as my screen is 192 pixels too short (720 vs 960), and Godot automatically limits (crops) the window to the native resolution instead of allowing scaling or scrolling...
Were there any assigned keys that did anything (other than 'r') ?
I'm going to scale it down to 1280x720 to avoid those kind of problems.
if I recall, it was just the R for Reset key. I did have Q for Quit, though I removed that because using it in the browser mode would cause the game to just stop.
on the Pale Moon, I don't know if that's a problem with engine, so I don't know if I'd be able to fix that.
as for Brave, I tested it before on my PC and tablet using Brave it played just fine, though with minor input lag on my tablet, so I don't know what could be causing that problem. I'll try to look into it.
seems pretty good so far. Like the variety for enemies and game play so far. Browser works fine for me, didn't have any trouble playing. Will keep an eye on this!
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I would love the ability to see enemy stats. and if you were to update this game again, nerf mimics. they are WAY to strong.
Please continue updating this game + it really does have a big potential here
i really hope this gets some updates in the future
So I am guessing that this project has been completely abandoned at this point? A shame, as it looked quite promising as both an actual game and a TF project. These things together are rare enough, especially when it comes to dungeon crawlers.
Cool!
Would really enjoy seeing the release of that WIP update. Keyboard controls (and a nerf to mimics) would be great.
A bit of animation for when you take damage or something like that would be nice, so it doesn't feel as abrupt when you die. Also, I presume there's some sort of logic behind how often you encounter upgrades, so some sort of "map" that tells you when the next upgrade is coming up. Also a shop would be a priority, maybe it would sell consumables for cheap as well as more expensive permanent, with some sort of limited backpack space mechanic? Either way, this is pretty cool so far.
Trying to play through the itch.io launcher doesn't seem to work? The most important stuff is cut off.
zoom in your page, that worked for me, assuming your problem is the same as the problem I had.
Zoom in? I said the itch.io launcher, NOT a browser like opera or chrome.
Well Hel-LO cuteness! Can we assume there'll be fetish-y stuff like Breast Expansion here like in the Suika parody?
what is the name of the suika game?
Just check the games by the person that made this, it's their only other game so far.
"view all by ink" at the top, or right side of the screen if you're on browser.
I liked it! A simple game of probability and upgrade choices, but a good variety of enemies for an early build, and the concept is very solid. Would love to see more choices!
Really nice art style, I hope you will give more explainations about stats and status for the future.
The only character changes I got was the size from the fairy?
Its funny how when you get hit by the slime, it just says "description" for the status effect
After playing for 5 minutes I can say, this has potential.
The interface and controls could be enhanced. Like you have 3 buttons to press, why not bind them to 3 easy reachable keys. Moving and clicking is a hassle for lazy types and since the game play is lazy, that might increase the appeal. I rest my hand on wasdf for instance, hint, hint.
The minimalistic gameplay reminds of Sort the Court, although this dungeon crawler seems to be a rogue like, but we will see, where it is headed after prototype phase.
thanks for the idea of mapping the buttons to keys, I'll try to implement that for future builds.
Game works well with the google chrome browser. Unsure of what some of the different status effects do, or if they are temporary or permanent, but it looks like a fun game.
Also the game window is to large it seems.
thanks! I've made the window smaller now for future builds.
at the moment it's pretty much a prototype, some effects are temporary while others are more permanent.
Game not loading
still waiting on run dependencies:
dependency: wasm-instantiate
(end of list)
I don't know what might be the problem with that, might be the browser compatibility.
looks cool but confused by slime fly
I downloaded the scary .exe but was unable to play as my screen is 192 pixels too short (720 vs 960), and Godot automatically limits (crops) the window to the native resolution instead of allowing scaling or scrolling...
Were there any assigned keys that did anything (other than 'r') ?
I'm going to scale it down to 1280x720 to avoid those kind of problems.
if I recall, it was just the R for Reset key. I did have Q for Quit, though I removed that because using it in the browser mode would cause the game to just stop.
Appreciated;
But I did wonder if anchoring sets of controls to the appropriate corner could have worked better without scaling (down-sampling) the art.
Not all browsers support it. My main one (Pale Moon) results in the following error message:
Error
The following features required to run Godot projects on the Web are missing:
Fetch - Check web browser version
Cross Origin Isolation - Check web server configuration (send correct headers)
EDIT: And, my secondary one (Brave) gets a bit further, but then gets stuck forever on an endless loading wheel. No error message for this, sadly.
thanks for the heads up!
on the Pale Moon, I don't know if that's a problem with engine, so I don't know if I'd be able to fix that.
as for Brave, I tested it before on my PC and tablet using Brave it played just fine, though with minor input lag on my tablet, so I don't know what could be causing that problem. I'll try to look into it.
seems pretty good so far. Like the variety for enemies and game play so far. Browser works fine for me, didn't have any trouble playing. Will keep an eye on this!
Really good, love the artstyle, and the gameplay is really simple, but kinda unique!
Gonna keep an eye out for this
thanks for the trial
like the art style of the sprite, curious to see what you come up with!