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vamppire

1
Posts
A member registered Jun 15, 2020

Recent community posts

I saw your youtube videos and came to check this out, and I really love this concept! I am a Blue Prince fan too, and you are doing a great job at capturing that feel of the room draft mechanic here.  I had fun discovering new features and items and mechanics, and also being confused at others (what goes on these pedestals? (and the delight when I got one correct!),  why are there flowers in this room now? what does this new item do? why am i suddenly shooting out fireballs?), which is a good thing, if they can eventually be learned!  I enjoy games where I have to learn and discover things like this on my own, and this is on the right track for that.

I like the Blue Prince "new day" style of it too, where when you die, you can start a new run with a fresh set of keys and resources that you can permanently upgrade.  When I first started I feared I would have to start fully over every time and was delighted to see it saves permanent progression of upgrades and the food you give to the boss. I would have stopped playing pretty quickly if it was a roguelike where you start from scratch, but this I would def keep playing.  It hurts to lose a 'day' if I had gotten far, but not in a real punishing way, because I can just jump back in to try again without having lost everything I accomplished before.  This also allows experimentation without fear, I can try something new without losing everything.

If the way rooms can overlay each other right now is intentional and not an alpha quirk, well, I love it: the potential new combinations it can create to get you where you want to go, or the ways you might ruin your own run by erasing something you needed.  It makes for some interesting decisions.

I found the jumping/platforming rather diabolical in it being hard to make precise jumps, especially when, say, climbing up the sapling, and then learning there is fall damage and plummeting to my doom when I inevitably missed a platform.  I also accidentally fell into traps in just about every room that had them, and things like accidentally sliding off a floor and falling to the abyss outside of the room.  I think this lack of control is mainly when sprinting, sprinting is necessary to reach places but its too.. slippery?   i'd love to see the feel and the control of the movement and jumping refined down the line.

I enjoy the art style and the little details in the pixels, it has an unsettling-but-cute vibe!

Anyway, yes, this is a great concept, the discovery is fun, and I think you've captured the mechanics and feel you talked about in your videos.  I'm def keeping this on my radar and will play updates :)  Thank you!