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Kozure Okami

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A member registered May 24, 2021 · View creator page →

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Hey thanks a lot for playing and the kind comments! Yeah interaction windows appearing on combat is pretty annoying. I fixed that issue, now door and chest interaction panels only appear when "e" key is pressed and when player is near them. It will be in the post jam version. You fight against the exactly the same amount of enemies you see on the screen but battle system is very glitchy right now, you can hit them individually if you click on enemies with mouse. If you hit them with buttons, you only hit the first enemy of the group. I will fix this in the next update too.

Browser build doesn't actually get stuck, it takes long for it load. Loading bar reaches to the end then you need to wait like 5 minutes or more depending on your connection speed. The file size of the WebGL build is 195MB but i guess it's still bigger than a browser game should be.

Solid crawler game, like the graphics and roguelike style tick-based combat. I struggled a little bit to figure out combat, died a few times but managed to beat the game. It takes some time+trial&error.  I think the torch puzzles are used too much and they can become boring after a while. I spent 10 mins to solve a puzzle just to get a health potion. I think the theme of the jam is incorporated very well. As Damien De mentioned, i didn't like to play it on a small window with a 2k screen. The UI goes haywire when you maximize the window bcs the canvas is not scaled with screen size. Other than that i enjoyed the game. Well done!

I have to admit that when i first looked at the screenshots of the game i was a little put off  by the graphics. The art style is not really my cup of tea but when i start playing the game i was hit by the hard reality that the looks can be deceiving. The core gameplay loop of the game is very engaging and stimulating. There are lots of stuff to do and puzzles are very cleverly designed. It's a game you can't stop playing until you beat it. I didn't get bored for second during the time i played the game. The theme "cleaning after heroe's mess" is incorporated majestically. I had similar ideas of playing a party which does maintanance and cleaning the dungeon after adventurer's are gone, filling up treasure chests, setting up trap etc. but i decided to take a different direction later on.

The movement feels great. It's very smooth and snappy. The graphics put me off at first but kind a like it later on. Some of those assets look familiar to me btw, i think i saw some of them on Unity Asset Store. I especially like the outdoor areas. The lighting and skybox look great. There are some minor glitched on graphics here and there like overlapping textures and stuff but nothing so big.

Very cool, puzzle oriented crawler game with cute graphics. Congrats for the nice work and thank for submitting!

Cool graphics and atmosphere. Like the PS1 vibes. Voiceovers are hillarious :) Game is pretty janky though, i think it's part of it's charm. Movement and rotation speed is too slow. Perspective is off, the player is not standing in the center of the tile or the objects are not aligned according to player's position. You have to press x to go through a door and we always enter the room side ways for some reason. Good thing there's free look feature, otherwise picking up items would be very hard. 

Combat looks good but it's glitchy too. When you use elbow grease and select strength the enemy instantly die.  I think it was supposed to be a buff. I uses cleaning supplies against enemies but i don't know which one is weaker too which item and there's no feedback showing how much damage i dealt to the enemy so i had no idea whether they worked or not. The combat system looks pretty interesting but i think you ran out of time before fully implementing it.


Short and sweet game with a nice sense of humour. Nice work!

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I played 3 runs but couldn't beat the game. Furthest i could go was the gauntlet where there are 4-5 fish warriors and the projectile launching worm. First off, the idea of a mech controlling rat is brilliant and the mech cockpit looks fantastic. I love the different modes of the mech and the smooth transition between the modes. The graphics of the game looks great, it's probably the 3d game in the jam with best graphics. The graphics are cartoonish yet with high fidelity. Cardboard box enemies look good too with animations and all. The fact that all the 3d assets are homebrew makes it much more impressive. However game puts a huge load on the GPU. My system was making sounds like a jet engine during the time i played the game. Last time my rig make sounds like that was when i was playing Cyberpunk 2077 on Ultra settings. I don't know if it's lumen or nanite but eventhough the graphics look nice it's still stylyzed low poly graphics afterall, not something ultra realistic. It shouldn't put the system through that much stress.

The controls of the game feels very smooth and snappy. The cannon doesn't have a very strong feedback and it has a short range. You can't shoot an enemy four tiles away while enemies can easily shoot you. The cannonball loses speed and falls before hitting the target. Sometimes it slowly hits the target and still deals damage. It doesn't feel too great. Maybe it would be better if launching the cannon wasn't handled with physics. It's not communicated very well which enemies are weak to which elemental cannonball. I used fire cannonball against the fish warriors, they die like in 10 shots. The flame enemies die in one hit when i use water cannonball on them. It didn't feel consistent to me.

Very creative game with an excellent art direction. I think it's one of the higlights of this year's jam and stands out among the other great games of the jam

I jumped into the game when i saw Tron and Gibson but i hate to say that i really found the game overwhelming. I just couldn't get into it. After a few tries i figured out some of the things in the game but i still die suddenly without even knowing why. Game really seems to be interesting, i like the power ups. Like the radar. I first thought that there are random encounters but when radar power reveals enemies on the tile i realized it's not. I don't understand how exactly tracing works. CPU bar is progressing over time no matter what you do but i think if you hit an enemy tile, it speeds up and CPU spawns enemies when the bar reaches a certain point? The CPU bar occasionaly resets, i think it happens when you change a floor. 

I had a hard time navigating the maps in this game even after i got the compass. Minimap doesn't show player's location so you have to guess where you are by looking at minimap and the compass and we need to find all soul shards to beat the game. I kept running in circles looking for those shards and the level gating is done by the system i dislike the most. You have to keep going up and down to access an area of a floor. To make matters worst, the soul shards are spawned on random tile on each floor. I think HUD shows how many shards are left in a floor after you use a powerup but i'm not sure.

The combat is straightforward but interesting. The more you wait for the time bar to fill to press the attack button, the more damage you deal but enemy can hit you while you wait too. I didn't understand what peer means and those two number values represent when enemy hits you. You can't walk backwards. When i reach a section of layer 4 i start to rapidly lose HP and then i got into an enemy encounter which i died as soon as enemy hits me. I don't know what that was about but that was point i quit playing. I honestly gave at least 4-5 tries.

This was my genuine experience about the game but i appreciate the level of detail and cool design of the game. I think  Cyberpunk theme is hard to pull off in crawler games as much as it sounds cool. Your game definitely adds a nice variety to games in the jam and i thank you for submitting it!

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Wow this is artistically one of the most interesting looking games of the jam! It reminds of those stop motion graphics of the past like Neverhood. The artistic vision and the idea behind it is absolutely brilliant. I imagine that you put an incredible amount of effort especially to create those monsters with animation and everything.

The dagger wielding arm which moves up and down as you walk looks hillarious, love that! Game has a comical charm to it and something like children's coloring book vibe. I love  how potions are huge too :) Level design is pretty good, there are traps and stuff which adds flavor to the dungeon.

Camera perspective feels weird at first and i think resolution is low.  Like 800x600 or something. The narrow corridors combines with the perspective disoriented me for a while when first started the game. UI overflows to outside of  the screen a little. You probably didn't choose scale with screen size option in the Canvas menu, btw i'm a Unity user too. I think the slots on right are inventory slots but we don't use them. I remember picking one item i think it was a weapon and i equipped it in the inventory. Other than that we don't use it. I think it would be better if we could add health potions to inventory to use them later when we need instead of running back to where we saw them. The elemantal attack stuff is good but i didn't get what is what i just pressed all 3 buttons on the left, there's not much depth to it. Also i think there's a cooldown for attacks but it's not shown on the HUD so it might confuse players.

I think it's a  very cool entry, definitely enriching the collection of games in the jam with excellent art direction. Thx for submitting!

I totally loved Disaster Report 4, think  the previous games in the series look even better especially the one on PS2. Same studio made a game which you're trying to survive a Kaiju attack on a city releases on PS4, only in Japan. I'll check the games you mentioned, i'm very interested in disaster and fire fighting games myself. I made a game which you extinguish forest wild fires with a fire plane for OpenGameArt 2023 Summer jam.  It's pretty rough but still enjoyed working on it.

https://kozure-okami.itch.io/flame-fighter-ace

I beat the game it's short and sweet. It's a pretty creative and unconventional interpretation of the dungeon crawler formula and i enjoyed it. The PS1 graphics looks genuine and consistent, the audio has the genuine PS1 feel as well. I think the it could be a much better game if the gameplay had some more variety to it right now it feels a little basic but i can't be so criticial about it considering that this was achieved in 9 days by a single person. 

I think the gameplay can be made more engaging and some tension can be added. Like there was a countdown before the building collapse down from fire or extinguishing fires can stop the smoke. Systems like that can be added to the game. Right now the flames only block passage. Also there's a heat meter but you only get damage when you step on a tile with flame. I feel like you wanted to add a more detailed heat mechanic to the game but you ran out of time before you could do that. 

Other than that i noted two things that can be improved about the game. 1 is that you have to aim very precicely to a specific point to extinguish the fires. This frustrated me a little when i try to extunguish the cats, bcs they keep moving, making it even harder. But i like the sizzle sound effect  when you aim to the right spot. It's nice feedback. The other thing is game shuts down without a warning when you hit escape. I did it and lost some progress. There should me a menu or a warning message ppl can hit escape by mistake.

I am personally interested in fire fighting and disaster games myself so i kinda have an extra sympathy for this game. I made  a fire fighting game myself in a game jam. I think this is a very solid game with a good potential and if it's fleshed out more can become a hit game. Thanks for enriching the jam with your creative  entry and thanks for submitting!

Hey thx  a lot for playing and for the feedback! In the jam build of the game, there were 3 recipes. If you add ingredients which is not in a recipe or the cook of the party hasn't learned that recipe yet the resulting dish is a failed dish. If you have a walking mushroom and a slime gelatin in your inventory you should have cook a mushroom risotto dish but i think there's a bug there. I also failed to add the logic for dishes to replenish the food meter in the given time.  In the post jam version which i will upload after the voting ends those issues will be fixed.

As for the CPU-RAM usage. I checked it both on Chrome and Firefox. The CPU usage is mostly on %1 sometimes spiking to %6. RAM usage is %22 on Firefox while it was around %25 on Chrome. My system is not a exactly a beast either. I have a Ryzen 5 5600 and 32 GBs of RAM which i bought 3 yrs ago and my OS is Windows 11. But still i think i should optimize it better, i couldn't spare any time to optimization so far.

Graphics and audio of the game has an astounding retro feeling. Totaly loved it! I'm normally not a wireframe graphics person but i liked the wireframe dungeon too. I'm not sure but i think game has EGA or CGA graphics. I'm leaning more towards CGA bcs magenta color is very dominant. Game looks straight from 1984!. Love how the equipment/weapons are shown on the character. The UI looks terrific in general but it was hard to get used to at first. Viewing, equipping and dropping items are on seperate panels that felt clunky to me but i guess the choice was necessary for the genuine retro feeling. I dropped some valuable equipment by mistake, that was a little frustrating for me though :)

I like the core gameplay loop of the game but i had to abandon the game without beating it. I played the game about an hour then fought with Dark Knight. I exhausted all my potions but still couldn't beat him. Then i tried to explore other parts of the dungeon and then i get killed to a troll. I think difficulty spikes so suddenly and RNG has too much impact on combat. I kept missing even with the most powerful weapon i found. And you can't grind in the game either, there's no levelling up. Progression is mostly through equipment. You beat more difficult enemies by finding better equipment. I also noticed something, you can sell dragon stones. If they're quest items and we need them to beat the game, why are we able to sell them. The game won't be softlocked if we sell one of those?

I think this is an excellent entry which enriched and raised the quality of the jam even further. I enjoyed experiencing it. Thx a lot for submitting!

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I'm not sure if it was intentional but this game gave me Metroid Prime and Doom vibes. The visuals especially  reminded me of Metroid Prime Hunters on NDS. The shield generator and the weapon we use have strong resemblence to MP as well imo. 

The resolution is way too low for me and i didn't like that you can't change resolution or make it fullscreen. I mean i understand that you were going for a retro look but i don't like playing a game on a small window with  a 27" monitor. Other retro style games in the jam found ways around it. Also camera FOV is too low for me either. The map feels not flat but round,  i'm not sure if it is just a camera effect or the map is actually round shape but i noticed that we can't shoot enemies which are on lower or higher elevation than us on the same surface so i'm leaning towards the latter. I think it is a cool artistic choice. I like the graphics of the game in general especially the retro style bot enemies.

Music of the game is fantastic. This game has hands down the best music in this jam and probably in all of the DC Jams. It's incredible that you recorded the music in a studio with professional musicians for a jam game. I mean no one can top that:) I heard couple of tracks and the tracks change dynamically when you get in and out of combat with fade out effects and  stuff.  Amazing work on SFX and Audio.

I think game is a little short but i guess there's the replayibility factor. There is secret ending and hidden stuff which i haven't found in my playthrough so i think it's fine. I think it's excellent work overall. I enjoyed playing it and i'm very glad you enriched this year's jam with this cool and original entry. Thanks for sharing!

Very stylish game. I like the dungeons and enemy design. Character portraits i kinda have mixed feelings. Android looks good though. Cover art looks great too. Like the jazz music in the background, gave me Cowboy Bebop vibes. UI is absolutely excellent. I think UI is what a like the most in this game. It looks so clean, neat and stylish as hell. The fonts used, colors, crossfade effects. Love  arrows coming out of enemies to show which player they will hit. I think this is from Dungeon Encounters. They all look so professional like something you'd expect to see in a high budget game(or i felt that way :P )

Game was hard for me. It took a couple of tries until i figure it out but i died again eventhough i figured it and threw the towel at last. The furthest i could go was B4F.  I think difficulty spike is too sharp on B3F. My characters start to die like in 2 hits then those annoying bug things kept healing the enemy party. I lost 2 characters there and there was no resurrection pod so i went ahead to B4F to find one but died before i could.  You respawn on the last resurrection pod you interact but game completely freezes when you do that, forcing you to restart the game. I got very disheartened by that. I use enemy scanner a lot and i think it is pretty useful but it wasn't enough for me to continue playing the game until i beat it. I like the idea very much though. I wonder if the the enemy encounter tiles are pre-determined  everytime when the level loads.

I didn't like strafe keys being assigned to QE as other ppl:) and the fact that you can't remap them. Unqeuipping weapons with escape key in inventory annoyed me as hell at first too but i got used to it after a while.

The physical defense, cover defense mechanic confused me a lot at first, i guess it adds some tactical depth to combat but i can't say i found it particularly meaningful. Maybe it was an attempt to incorporate the elemental RPS theme but then you scrapped the idea and changed it to this idk. 

I think overall it's a pretty solid crawler game. If some of the bugs and issues could've been fixed before deadline it could be one of the top contenders but i still enjoyed it both gameplay and visual wise. Thanks for your participation!

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Yay another Wizardry-like game in the jam! I was mainly inspired by Wizardry on my game too. Ok where to start, this game has everything a classic Wizardry game has. The town screen, inn, trader all that stuff. All systems are there. I like the character creation screen it looks really cool. You don't visually see your characters like that in Wizardry games. There are tons of Races, classes and stuff. It's very clear that you put a lot of effort to this.

The graphics don't look bad in general but camera perspective felt strange to me a little. Enemies look so-so to me and dungeon looks a little bland but there's a certain consistency in style. Battle music is a little too loud maybe it can be bothersome after a while since we get to combat A LOT in this game which brings me to the next issue.

I think enemy encounter rate is a little too high. I don't know what  value you set it to but i think %1 is good for the early game in Wizardry style games. The other thing is that too many enemies can spawn and combat is a little slow which forces player to spend a lot of time on repetitive combat sequences. There are some things i noticed about combat; There is a formation system like in Wizardry games, but enemies could easily hit my mage which was on the back row. Also for some reason %90 of the time my mage was hit with status ailments ,especially poison i mean only my mage, others were rarely inflicted. Enemies sprites are too small for me enemy groups are represented with a single enemy sprite. I know it's faithful to Wiz 1-5 but i like Wiz 6-7 system more. Other than that it looks good with the combat log and all. There are a lot of spells and abilities, that's content. The elemental RPS theme is incorporated very nicely.

The dungeon layout feels random a little bit, not sure if it's proc-gen or not but there are too many dead ends and almost no rooms. Minimap looks and works very good. The tiles you step are revealed, the tiles you had a visual on is shown in grey. That's nice detail. Game screen is too small and no fullscreen option. I don't know why that is. Game has low native res and you didn't want to strecth it? It was a little hard to play in  window 1/10 of the size of a 1440p monitor, everything looks tiny :)


I wanted to beat the game but i didn't have the patience TBH, encounters were too much for me. I played quite a while though and i really appreciate what you achieved. It's a pretty solid entry but may not  appeal to everyone maybe. Thanks a bunch for sharing, nice job! Always great to see another Wizardry fan in the jam !

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The Tron style concept of the game and Neon punk visual style of the game is very cool. Game plays more like a shooter than a crawler in my opinion. Not too much exploring, mostly shooting from what i saw . I couldn't get too far in the game. I clear the top floor of fragmented blocks then on the second floor fragments keep spawning right under my nose and i die at some point. But i like the idea in general, it's a very cool, creative jam game. I think retrofuturism theme  is incorporated very well too. Nicely done, thx for sharing !

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The intro cutscene of the game is pretty cool.  Graphics look great especially considering all of that was done by only one person.  Love the dithering effect. The full moon night and all that athosphere feels great complimented with the nice ambience sound. The graphics of the game reminded me of Ultima: Underworld a lot, especially item images. The parkouring is quite innovative for a crawler game, i haven't seen it implemented on another crawler before. Although as far as i've seen it doesn't affect the gameplay too much in the current stage of the game. You can find some common items and you use to get to the cultists base at the other side of the river. 

I find the inventory system confusing and not very intuitive. There are no consumable items. For example you need to equip healing potion when you want to heal yourself. In the inventory it shows we have 5 potions but after i use one, it always go back to 5. I don't understand this. Also there are too many items for a jam game. I found too many weapons with same stats. Most of the items we find aren't that useful but i appreciate the variety of items you added to the game.

The combat is not very engaging and mostly easy but doesn't feel bad either. We can spam arrows on enemies from a very far distance and  this doesn't aggro them. So shooting arrows feels kinda cheesing the game. There is a bug which when you stand on the same tile with the enemy, you can't hit them. You're not supposed to be on the  same tile with them but sometimes when you get down from a higher ground or something it can happen.

Some things in the game felt crpytic to me, dind't understand what to do and i got stuck in the game, finding myself running in circles at some point. For example what's the deal with the Ghost Girl? I trapped her soul into the soul gem but then what? What am i supposed to do with it? I got stuck in the cultist base. I entered the big building then hit a dead end. There is another bug on the roof of that big building. If you try to walk down the ledge behind the roof, you don't fall down but start walking in the air.


I think overall it's  a very impressive game which was made in 9 days, art, coding, level design etc. all done by a single person. Climbing/ parkouring mechanics and the gorgeous visuals really make it stand out among the other great games in the jam.

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Thx a lot for playing my game and for the kind comments! I thought i set the encounter rate to %1 but after your feedback i checked it again and realized that i actually set it to  %10 instead of %1 !! So really  sry about that :D Yes the lighting glitches onyl occur on browser version which is problematic in rendering some of stuff. I will add a note warning that the Windows version is more stable. I got a lot of feedback about movement so it's on the top of my list of things to fix  in the post-jam version.

Short but very creative game.Graphics are pretty cool. I like your approach to combat, i think it works pretty well. Definitely a nice addition to the jam, it adds a good variety to the jam. Thanks for sharing it!

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This is one of the games which got the highest ratings from me. I mean it stands out even between all those dozens of magnificent games in the jam.  I only broke one star from Overall category bcs game is way too long for me and there's no saving. I was exhausted by the time i beat the game. I don't think  it's a game that should be completed in one sitting but i did anyway. If the jam was a week longer, this would easily be a full game which you could publish after the jam is over :D

The hand crafted art looks fantastic. I mean nothing looks bad or out of the place. No conflict in art style. It is a 3d game, the levels are polygon meshes while the enemies are 2s sprites but they blend perfectly. I normally  don't like 2d enemy sprites on a 3d map but i liked this one. The textures used on the map gives a great retro 2d game feeling.

I love the loot system in this game. I think there are way too many items and equipment for a jam game. It feels real great to upgrade your equipment by finding loot on chests and enemies also i liked that the loot is randomized too. The tavern part is also great, it's like a hub where you can buy&sell stuff. You can sell the trinkets you found in dungeons to make money, in addition to farming gold. The loot, inventory and variety in equipment is the best i have seen among all the games in the jam and not just this jam, the previous ones included. I also have to say that i loved the icon art of weapons&equipment in the inventory. The fact that they are all handcrafted makes it much more precious. The enemy art is perfect, i like the animation and particle effects on combat too. They have this bouncing effect which makes them look alive somehow. I totally loved minimap. It looks great and functional with the notations and stuff. Also it has the rare system  in crawlers which is that  it reveals all the tiles in your FOV not only the tile you stepped on. I love how minimap rotates as your character turns to prevent disorientation as well. It's a small thing but i like torch too. When you unequip the torch the spike traps become much harder to spot.

I found the enemy AI a little bit weird. It didn't feel very consistent. I think the game has tick based action and enemies are aggroed when you enter their line of sight. It feels like enemies skip a turn sometimes, they don't act with your every move. In tick based games enemies usually get a free attack when you move the tile next to them so you press wait key to make them come near you, it doesn't work like that in this game. Also enemies sometimes get away from you, i couldn't figure out why. Sometimes you hit enemies and they don't hit in return. I don't know if they skip turn or if they're stunned or something bcs there's no log to communicate the player what's going on. Another thing is that you level up in this game. There's this green xp bar on HUD. But i don't know what happens when you level up, your HP is getting increased?  I also spotted a bug; when you buy a potion at the tavern it adds 2 potions to your inventory.

 I think we both had somewhat similar ideas eventhough our games are pretty different like my game has food/hunger mechanic too. Also the gated progression of the maze with keys and runes, that's the structure i had in mind as well. But yours is a complete and much better executed game ofc. 

I congratulate and thank your entire team for sharing this excellent game!

Man, i wanted to explore the last area and fight that dragon so bad!

This is probably the game which gives off the most DOS game feeling in this year's jam  or maybe even among all DC Jam games. Attention detail in order to create that genuine DOS game feeling is incredible. The DOS console, BIOS screen all of that stuff has meticulous detail. none of them feels fake.  I think choosing the ANSI graphics for 9 days game jam is a very bold choice  and you guys pulled it of gloriously.I imagine that it must be daunting task.

I was intimated by the game at first but after a short while it really started pull me in. It's one of those games that you can't drop until  you beat it. That's because it has an engaging loop, lots of stuff to do and send of progression. I was really surprised that the blacksmith get new stock after i discovered the mines. There's always some quests to keep the  player busy,  you unlock as secret area through talking with an NPC. I mean it doesn't lack any aspect of a RPG game.

The RPS theme is incorporated incredibly well. I totally loved embuing gem mechanic and elemental weakness/resistences. It works perfectly well and feels great. Honestly i'm not too familiar wit ANSI graphics so i don't really have a nostalgy for it and the extreme low resoulution put me off at first but i accepted as it is and kinda get used to it. This didn't take away from the immersion of the game in any way. I loved sound and music. It sounds extremely professional and it has astoundingly genuine DOS game feeling.

Absolutely a great addition to the jam, thank you and your team for sharing it and thx for co-hosting the jam!

Another DC Jam another great Team Dashing Strike game! I beat the game in 185 minutes which is logged in the Hall of Fame. I had some breaks during that time and died two times but i think it's quiete a lengthy game for game and you were considerete enough to add a save system knowing this. Even though i didn't use any saves, i'm thankful for it. 

I like the graphics of the game eventhough the art style is not exactly to my taste. You managed to create a very nice visual distinction between the 3 elemental caves. There's a good amount of variety in levels and monster art. I especially liked the monster art. The main character's voiceover is very nice, i wonder who the voice actor is, the song in the end was great :)

I like the implementation of deckbuilder combat in this game. Comparing it to other deckbuilder combats in other game in this year's jam, i found this one the most engaging. Replacing HP with cards is bold choice but i think it adds good tactical depth and tension to gameplay. But i takes some time to understand it. I died two times until figuring it out, it was a little frustrating :)  The variety of cards are very abundant and most of them are useful cards. Combat is very good in general. It didn't make  much sense to me that we have to pick between buying a new card and upgrading between levels, bcs they are bought with different resources. 

I had some slight issues with the game but nothing too great. There's the FPS drop issue i experienced on firefox and  i think i had some difficulty with camera perspective/FOV which can make it hard to notice some of the objects/doors etc.

I really enjoyed playing it. Thanks a lot for sharing this great game! Hope to see you next year again!

This game is very fun to play. One of the games i was able to complete in this year's jam. I think it has a perfect length too. Difficulty is very well balanced but also engaging, not bore or fatigue the player at any point. I started playing it and completed it in one sitting without a break. It's the perfect jam game for me.

I didn't know how to dispose the debris at first but after reading the instuctions on the game's page, it became clear. Also i didn't use the analysis feature at all, i think that was for analyzing the weakness of enemies. I figured it out with trial&error. But i think the game falls a little short on explaining some of things to the player, items need tooltip descriptions they're not even named in the inventory. For example, there is this blue vial object which i thought was mana potion or something bcs mana potions are universally depicted in blue vials, it turns out it's some kind of holy water. And i also discovered later that it has an AoE attack. It kills multiple skeletons at once when they are adjacent although i'm not entirely sure of the radius of tiles it's effective on. I mostly found about those things through trial&error.

I think both of the themes, cleaning up heroe's mess and rock&paper&scissors were incorporated incredibly well. I like the main game design too. You have limited inventory space, you have to explore the map, find the weapons first. You need to drop something to pick up the debris. Enemies are well placed on the map blocking entry until you get the necessary weapon to kill them. Very good level design.

Graphics are decent, l like the monster artwork. Controls feels very good. Intuitive and snappy. Love the cover artwork too. It is apparent that it's AI generated but it depicts the contents of the game very well and looks very good. Definitely a great addition to the catalogue of games in the jam. I'm glad you submitted it. Nicely done!

It was a trippy, 4th wall breaking experience. Totally loved the art style. The first half of the game has this red-white color palette which reminded me of Mirror's Edge. Second part is like the dark version of the first level. I was collecting the  dragons on the first level then suddenly i saw the connection lost text on the screen and we are teleported to the second level. I'm not sure what happened there. There's probably a story explanation of it but i couldn't beat the game to learn about it.  Second level is scary and tense with the monster following you around but i found myself infinitely running in circles and get killed by the stalking monster while looking for the last key, eventually had to drop out at some point.

I love the voiceovers. I think the narrator's voice is Local Minimum. I heard his voice in his streams before :) I really appreciate the voice acting but there's maybee a little too many of those in the game. I'm not a fan of autobattles but they didn't bother me. Choosing loot and inventory is cool, it makes the game feel more like a RPG. I like the visual language of the game for example showing encounters with exclamanation mark, stronger enemies are red exc. mark while the weaker ones are white. So you know what to expect. But those enemies keep respawning after you kill them once and they're gapblocking enemies, i didn't like it so much. Also we keep getting xp and upgrade our skills with those. I randomly clicked on the skills, not knowing what exactly they do. Also what happpens when boredom meter goes entirely full. Is that what triggers the second level?

It's a very cool, original game with nice stylish graphics. I enjoyed experiencing it and i think your game adds great flavor and quallity to the jam. Congrats for your excellent work!

I like the Space Hulk style derelict ship exploring theme. I like our mother ship too. There's teleporter and stuff and you can jump between systems(that star chart looks like the one from FTL btw) cool Star Trek vibes, like the atmosphere and the worldbuilding.  The retro style graphics look nice. I espcially like the dithering effect. 

The deckbuilder combat is straight from StS, which i have beaten recently, so it was kinda strange for me to see that here :) But i like the implementation of it. New cards in the ship cost too much. I could buy only one in every 2 runs. Trashing cards are expensive too. You don't get too much scrap from runs. I don't get what biomass is for. You don't buy anything with it, i didn't see anything in the game that it is used. 

The emphasis on combat in the game is too much for me. If someone made a pie chart of things you do in the game, probably %80-%90 of that chart would be combat. There's almost no exploration and maps are very straightforward. Maps only serve as arenas to kill the monsters. The layout of each ship is different but they look identical otherwise. I wanted to beat the game but the frequency and number of combat burned me out at some point. I had to drop on the level before the last one. Game is pretty long too. I played it at least for an hour maybe more. Not only there is too many combat encounters, the time combat resolves  is not very short either. It felt really repetitive to me at some point.

I really admire you  for making this game with an engine you built from scratch. That's an achievement in itself. Some of the things in the game can be improved maybe but i enjoyed it overall. I'm always down for a Space Hulk/Star Trek kind of Sci-Fi crawler anyway :) 

Oh i just realized that the Louvre mission in your game was inspired by the 2025 Louvre heist :D  The crane, the disc cutter to cut glass windows, don't think that all of that can be a coincidence :)  It's a pretty cool reference, i loved that!

I like the core gameplay loop in general. The game is pretty innovative as a crawler. I especially like the interactivity with the world and unlocking new tools as you complete missions.

I left the Louvre Museum mission without completing the objective and  game ended with the credits roll. I started again. I completed Office and Building site missions first but Louvre mission didn't get unlocked so i had to quit the game without completing it. I already played the Office mission 3 times at that point. But it's a very fun and creative game, i enjoyed playing it and happy to see your game on this years' jam. I played your games in the last 2 jams too :) Love the scoreboard feature as well. Pretty cool entry, nicely done!

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I like the very charming hand drawn enemy art. It's not made with a digital tool either, old school pencil drawings on paper. It's very stylish and cool. Environments look nice too but resolution looks pretty low. It looks like 800x600 but i might be wrong. Also camera FOV is too low for me. I think camera perspective needs some adjusting. The steps are too small, it felt like we move half the size of a tile or tile size is  1x1 or something like that.  I'm not sure how i feel about the compass but i find it a little jarring. I like to see it on top-center of the screen. 

I played the game on Firefox. I tried 2 times, the game got stuck due to the same bug in both playthroughs. Sometimes when there's only one enemy left it doesn't die even though it has 0 HP and you can't do anything. Also when you exit fullscreen mode in that situation,  the embedded window mode gets completely broken. Game doesn't fit the minimized window and you can't make it fullscreen again. Good thing you uploaded Windows version too, WebGl version isn't too stable.


Btw i like the Zelda style dungeon thing where you're locked in a room until you kill all the enemies. Nice work!

Another game in this year's jam with fantastic 2d artwork. If i had to give score to the graphics of the game out of 10, i would probably rate this game 8 or 9 which is a quite big considering how beautiful the games look in this year's jam. It has this 80's game vibes but kind of has the mid 90's Window 3.1, Win 95 game look as well.  Sprites look high-res and sharp. I totally loved the enemy designs and their animations in particular. The enemy designs also have this cartoonish and humourous quality which i enjoyed a lot. The environments look also great. The building and their proportions in the 1985 city area reminded me of Bard's Tale games.  I love that you can walk on rooftops and can jump between buildings with a success roll. I like the  interconnectivity between the maps as well. They are divided to 3 layers. Rooftop, streets and sewers. Also i think enemies can follow you when you changed elevation too.


There is this exclamation mark warning which i think warns players that there's an enemy nearby. I think enemies respawn in certain intervals in this game and i have to say that i didn't find that very balanced.  Especially in the future levels i got chased by 4-5 enemies at once sometimes. Also i think in this game there is no aggro system  or anything like that. Enemies start to chase you immediately after they're spawned. So it seems very hard to avoid combat in this game. 

The main issue i have with the game is that i cannot progress in the game at all and that's mainly due to game's difficulty , at least for me. Too much encounters and too little resources, or i just suck at it idk. I think i played the game at least 4-5 times from the beginning. I died at the old lady and 2 dogs encounter at the 1985 level everytime. I can live longer in 2019 levels bcs we start with medikits and stuff and get medikits and stun grenades as loot. I managed to find the digital map as well. But again after a few encounters, i ran out of medikits and die. I couldn't find a way to revive KO'd chars either. Apart from that , i actually liked the combat system, i think it's pretty solid. You can stun enemies with stun grenades and stuff that is cool. Without stun grenades we got immobilize skil to stun enemies but it has a very low chance of success. It failed most of the time to my experience.

Overall it's a very charming game with gorgeous retro graphics. It is always a pleasure to play your game and seeing your entry in the jam!

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Hey man what's up? Good to see you back here after 2 yrs! You reviewed my game on DC Jam 2024 as well. Thx for paying and for your great feedback.

I noticed this 2 days ago, there's a duplicate locked door behind the unlocked door. You can notice that there are 2 door handles there. The duplicate door is locked. When i created the door prefabs, i forgot to delete the old door objects on some of the doors on the map. It's what barring the enterance. That door wasn't supposed to be locked normally. You don't need keys for wooden doors. You need keys for Iron Doors but since the access is blocked to the area where the iron door keys are, progress is blocked for good.

Yeah i think i did good on perspective.  I put a lot of effort on level design as well. I designed it from scratch a few times, not satisfied with the previous versions. I'm very glad that you noticed the monsters fleeing from battle. I have a morale system in the game for battles but i ran out of time before i could properly adjust it and there are only 2 types of enemies minus the bosses. I wanted mushrooms to be coward enemies for example. They're basically running for their lives just like in the anime lol.

The implementation of  hiding and backstabbing is directly from Wizardry which is ofc inspired by DnD like every RPG in existence :P  For lockpicking doors,  detecting/disarming traps i was heavily inspired by Wizardry 6. In the future builds i plan to implement the front row-back row system from Wizardry as well. Battle formation is very important for me in party-based RPG games too.

I don't think slowness of movement stems from your rig, it's the base movement/rotation speed of the game. Others have complained about the other issue as well.

Yeah consumables are one of my biggest failures in the game. Like it's the most basic thing and i screwed that up by adding  potions in the last minute. 

I haven't noticed the battle commands bug before you wrote this. Thx a lot for reporting it. I'm adding it to the bug list to be adressed.

Thx for playing and for your kind words! Restarting function is very glitchy, i added a note to description warning players not to use it. "No thief in the party" text is a bug too. It actually recognizes  the thief and lockpicking-detecting/disarming traps actually work. I tested that after i submitted the game.  Yeah i think one thing i managed to do well is the dungeon atmosphere. I like the warm lighting and the gloomy dungeon ambience. The stylized textures contribute well to the ambience too. I got somewhat close to the atmosphere i wanted for my game.I think good SFX makes half the atmosphere and game feel of a game. It has a very important role for making the game more immersive.

This is my biggest embarassment about the game. I added potions on the last day of the jam and didn't have time to test them out. Also the cooked dishes don't replenish food but it doesn't affect gameplay since nothing happens when food gets to 0. I didn't have time to add the gameplay functionality of food system, it's kind of like a mock up right now. But i like my cooking system. It actually works very well with some very minor bugs. 

I am doing a list of bugs and to-be added features list right now. I'll start working on the post-jam version in a couple of days. I'll upload it as soon as the voting ends. As for the movement do you think i should increase both the movement and rotation speed? I need to finetune it by trial&error but do you think i should increase it like 2x? Bcs i want it to be snappy too but i want it to look and feel smooth as well.  I both wanted to participate to the jam and also wanted to protoype my ideas for the game i'm planning to fully release. It was a great experience in any case.

I played 1 run , i think i made it at least midway through the game bcs i believe i played it about 15-20 mins at least but couldn't beat it. Kind of rage quit when one of the monsters killed me with a critical hit when i had 7 hp :)

I'll start of with graphics. I think you went for a PS1 kind of aesthetic, sci-fi horror game. There is a strong atmosphere in the game but i found the low resolution and FOV jarring. Especially FOV. The metrics and proportions of the level felt somewhat off to me as well. I think lighting and shadows contribute the most to the atmosphere of the game. Especially shadows. I think you mostly used baked lighting in the game.

Free camera mode with right click works well but it's also glitchy a little. In combat you can normally select the cards with mouse but sometimes a bug occurs where you have to hold RMB to select the cards. Also after battles you choose to boost one of your stats. You have to hold RMB on that screen to click on buttons too. 

I think combat is the part of the game which deserves praise the most and i think that's where most of the effort was put on but it's not without problems i have to say. The artwork on cards look really nice. System works well for the most part. The roll die thing looks nice but from a player perspective i think it slows down the  game and make it much more random. Deck builder combat is already random, i don't think there is a need to add more randomness to it. Also that randomness can yield very undpredictable results which can be frustrating. Enemies were dealing 4-5 damage max then suddenly it spiked to 7-8 dmg. My total HP was 9 and i gave points to HP on every level up. We start with  5 HP which is too low. 

I think the map is pretty big and it was hard to navigate without a map. Darkness makes it even harder. There are some bugs in the game i found.;
- When i took the power sword after the sniper rifle, the latter was disappeared from the inventory
- Back button doesn't work on the settings menu on main menu scene, you have to restart game when you enter settings
- When you press switch weapons button, you can select only one weapon in the inventory even if you have more than 2
- There are some minor  UI bugs where menus overlap eachother. Some texture glitches here and there

It was fun for me overall. I enjoyed playing a sci-fi horror crawler game with a good atmosphere. Nice work!

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Hey thx a lot for playing my game and for your feedback! The bugs are not game breaking but unfortunately they make beating the game impossible. Bcs i completed the game, if i could just fix a few things in time, it would be a beatable game. I thought of teaming up with an artist but that's hard for me. I teamed up with others before in another jam. It didn't end up very well. The generative AI assets take about %10 of the total visual assests i used in the game but they're the most pivotal ones in the game so they probably stick out. If i can make this a commercial game, i'll definitely replace the AI art with hiring someone on Fiverr or something like that. I looked for a sprite good package for character portraits and enemies but i couldn't find anything to my liking. They're placeholders for now. 

You are supposed to replenish the food meter by cooking at a cook station and eat the dishes you cook there. But to my great frustration the dishes don't replenish food as health and mana potions don't replenish mana and health.  Also when food meter is down to 0, characters were supposed to lose HP on every step. I failed big time on that one. Should've tested it.

Amount of enemies don't increase later on, they are spawned with a random range of 1-5 enemies on each group. There are 2 monster groups max right now. I know that it's very unbalanced too combining with the fact that you can't use curative items and the monster HP being too high, it blocks progress for the most part. Fleeing from them is one workaround to make relatively more progress in the current build.

Ok my bad, i checked it again.  I saw that black background outlining the window borders when i look at it more carefully. It is more apparent on character screen as you said.

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I played a few times from the beginning. In first two i couldn't find the escape button so i got stuck. Then i got wiped in other 2 runs, then i realized i can save the game but it didn't help improving my experience honestly. After a rough onboarding, i started the game for real but i couldn't go too far bcs after a few fights i ran out of curative items and ammo having to go all the way back to the portal, get wiped out while trying to escape the  monsters. This loop burned me out hard after a few runs and i threw the towel at last.  Another thing  is that i think characters should have a melee attack as a fallback. When you get out of ammo, you're just helpless and forced go all the way back to town. I don't know how CryptRat beat the game but i couldn't come even close to it :) I think the enemies are too tough for a starting area, there's some balance issue here. 

To talk about the graphics of the game,  i like the atmosphere and aesthetics in general but i think you should have used a wider range of textures. I think there are the same green leaf textures everywhere, walls, ceiling, ground. Only different texture is the water. The green tone is way too dominant in my opinion. Also i played your game in last year's jam.  It was one of my most favorite games in that jam. Most of the assets in this game are the same with that game. If i hadn't played it, that probably wouldn't bother me that much.  Enemy sprites look nice, i like their animation and general particle effects in combat. 

Map design is pretty cool. The verticality, pushing rocks, using them as a bridge etc. I'm familiar to it from the last year's game but it looks good in this game too.  The systems in the game work very well and stable. I played the browser version. 

The handcrafted graphics look fantastic. It has a very genuine DOS game look. Kinda reminded me of Wizardry 6. UI looks great. The windows and their borders looks very cool. I like the whole HUD arrangement. Using mouse on the buying/selling screen is a little problematic. It's too sensitive, the list scrolls down with the slightest move of the mouse. 

Game is a little bit long and i think the combat encounters are too frequent. Quick save/load feature definitely makes the game more playable. I died only once at the last boss and lost some progress but i don't know if would play the game from start if there was no saving. I beat the game btw.

I like the implementation of weakness/resistance system in combat. It doesn't only apply to elemental spells, it applies to weapon types too, like blunt, slash and piercing. Also a very good incorporation of rock&paper&scissors theme. I think other themes are used very well too, especially cleaning up heroe's mess.

Having a quest system is nice but the kill x number monster quests can get repetetive after a while.  In area where you need to collect the treasure chests, there are some spinners but to walk over the firs spinner at the start of the corridor, you need to walk backwards :) I found it out by pure coincidence. I think it should be hinted to the player in some way.

Overall it's a complete and polished game with charming visuals. Definitely a successful game and i enjoyed playing it. Nicely done!

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Thank you, i will

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Hey man what's up? Thx a lot for playing my game and the feedback. 

I added the potions as a last ditch effort to make the game possible to beat but to no avail. I just saw that the potions don't work when i test the game after i submit. I should've spared at least a day to test the game and fix bugs. As you said if i could make those fixes in time it would be a beatable game. I completed  it,  just couldn't fix it

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Wow what a ride! I totally loved this game. First off,  as everybody else i have to compliment the graphics. This can be one of the games i played in recent years which has the most genuine early 90's VGA DOS game look. I mean you could easily sell this game as "The lost dungeon crawler game from 1992" to anybody. The keyboard only controls and UI has the authentic DOS game feel as well. One thing i found jarring about the UI is that , instead of having borderlines between windows, you just left space and Unity's default background color is visible in spaces between windows. I can tell that bcs i use Unity too. Another thing about UI i found jarring is that, there are attack and fight buttons which do the same thing. I was missing a flee button in the battle command panel too but i think you didn't add that bcs your main inspration for this game is M&M series. Fleeing from battle is not a thing in M&M AFAIK.

I usually dont like static gapblocker enemies but in this game it didn't bother me that much. Combat feels somewhat tactical. In most jam games, combat is just button mashing, this has some well designed combat. But in the second area all physical attacks miss %90 of the time on all enemies. That's where i figured out you can cast spells bcs you can only kill the monsters in the elemental cave with spells unlike the island map. My strategy was blocking with the fighter and cast spells with mage until i beat the game. That made physical attacks somewhat useless on second act of the game. 

The incorporation of the theme" cleaning up heroe's mess" is very clever. I never thought about cleaning our own mess but cleaning up other's mess for some reason. It is a pretty long game for a jam game. There is no saving but reviving on the last tile you die is good thinking to mitigate that. Difficulty is very well balanced. When you feel underpowered for an enemy,kill  weaker enemies get xp and level up. The loop works very well and feels engaging.

Absolutely a gorgeous and fun to play game. Congrats for the great work!

Thank you very much for playing my game and for your valuable feedback!
Which browser did you play the game on? I tested it on firefox, opera and chrome. It was working fine in all of them. I also uploaded the Windows version but i don't know if you're using Windows.

The maximum number of monsters that can spawn and their HP are way too high. Even if you had start the game with 6 characters, it would be too much. I tried to imitate Wizardry games which you can encounter cohorts of enemies but the chance of them spawning is higher on mid game or late game not on start. So i failed to balance that out.

- Yeah i think movement and rotation is a little bit slow too, i need to finetune that. I couldn't adress that during jam time, didn't want to spend too much time on that
- Yikes, i completely forgot to set the staircase layermask to "wall". Wasn't even aware of that, never walked towards the stairs to test it. Compleletely missed that one, thx for pointing it out
- Actually door's collider should be turned off when the door is opened. I didn't want that to block player movement in the corridors when it's open. The door automatically closes after 3 seconds. I think i should reduce that time to 1 second. I add this to my notes as well. I will look into it

The character portraits are placeholders in the current version of the game. For the full version of the game(if i ever manage to make it happen) i am undecisive between set characters or player created characaters. But i'm leaning towards set characters bcs i want it to be a story driven game. Player created characters feel like empty slates to me. They offer gameplay freedom but narratively speaking they feel empty. I'll explore the possibilites as i develop the game so nothing is final now of course.  I'm not happy with the final result but i'm not pessimistic either. I think this game is better than the one i made 2  years ago in DC Jam. That game was not even half complete. I completed this game. There is an ending. It could be a beatable game only with some minor tweaks and fixes. I think this is progress




In Wizardry games it changes rotation to any direction randomly. But in those games there are no automap, you're supposed to draw your own map on graph paper. Spinners are placed to disorient the player, make it harder to draw the map. Btw i guess the title of the game is an homage to Temple of Elemental Evil, the DnD adventure module. Even the font in the cover is same with the book cover. I played it's video game briefly years ago. I liked that reference too