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Animamundi24

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A member registered Jan 11, 2022 · View creator page →

Creator of

Recent community posts

I love your games! I skipped this Jam due to no significant updates made yet (v0.031 is not officially released), but I would like to rate you once again! And just a reminder, alongside with Pyro, Cryo, Anemo, similar wood spell should be called Dendro.

Dendro. Basic Wood Magic.

Hello, Starlight Crusader! 

Yes, the lack of solo gameplay is the biggest flaw so far. I just need to prepare all characters before programming AI for them, because it is necessary to make a proper combat flow first. Of course, new characters takes priority, cuz just one character made so far is just lame. However, "Recycling" the animations will be a waste of time, really. It is necessary to do our best to animate other characters properly, make their moves and get ready for making AI. Maybe next time we all could enjoy the solo gameplay without need to find another real player to play against. Keeping Up the Great Work! 

The "extra team" exists from the start, three more null characters with null stats and skills, but technically are selectable.


Also, 0 0.

That is a valid point, my Friend! Despite I don't know what KB/M is stands for. Implementation of "grey out" menu buttons is possible, but it will be a bunch of additional logic to determine the final color of HUD elements, which will be removed as soon as the functionality is implemented, therefore it will just be a waste of time. Voicing is made with TTS bot, planned to be replaced with a real voice actor as soon as I get enough Boosters ("patrons") to hire one. Imagine how better that could be! The game gradually grows stronger. You can always see more on my YT channel, so feel free to like/sub/share. If enough people chip in, we can bring this great game to life way faster! Thank You for attention!

I appreciate Your suggestion, my Friend! But unfortunately, Multiplayer is not implemented yet, alongside with AI battles. It will be the separate huge part to make. Not just I have to learn how to make online connections, I have to write the replication part properly, which I have not. Most certainly I will need to hire the IT-programmer who will make the online part, and sub to a private server, which will hurt my wallet, but feel good in my body. I'm sincerely in doubt I could ever handle it, as my game does not get any donations. I have the analog of Patreon where everyone can help my project financially, so all Goals (ordering the commissions for graphics, soundtracks, assets, etc.) will be reached faster, but to be honest, no one cares nor can ever afford to share a coin, because of another 60 billion dollars for U*r*ine and all that stuff. As you can see, after all the time I have 0 Boosters ("patrons"), and 0 money gained on both Goals. But don't worry, I'll still do my best to bring this game to life ASAP. It will be made in much longer time, but I hope it will be anyway. Thanks for attention, my Friend! 

Since v0.027, the huge improvements in Performance were done.
It would be appreciated if you give it another try now, in IMG Jam 34.

Always a pleasure to help! Keep up the Great Work!

Fun to play!

Thank You, my Friend! You described that the best. I have the same result, but it said "Game Over" instead. Also, the game is made with Unity.

Is it really a Remastered version, or just a raw unfinished one? I am stuck in the Library, unable to leave that place, and the most far room has a cutscene, I presume, which has failed to be played, and the game froze. Additionally, I have three more characters in my team, with null sprites and portraits. Doesn't looks fine. Sorry. 

Hello from the Feedback Jam 6! Love to see the next chapter! 

I like the dungeon creep part and the spirit of classic JRPGs. The idea of linking the abilities with equipment is unusual and feels fresh, different from the mediocre "find the stronger sword and drop the previous to the trash can". And the best part in this game is that it is not a game about moving square that supposed to dodge another moving squares. But the outer space and Solar biome with the time limit is not a cool part for me. "Always Dash" setting helped with speedrunning that, but the timer is always ticking, even during dialogues, resulting in returning to the start if you want to read the dialogues. And at the start of area, there is a single mob that attacks immediately after our team "escaped" from radiation. Definitely doesn't feel good. 

There are some bugs:
1) Poison cannot be taken off by Antidote, and Premium MedPack doesn't take it off too. Additionally, Premium MedPack inflicts Burn. Not sure if it is intentional according to its flavor text in description.
2) The Boulder (obstacle) in the Space cannot be destroyed by equipping the electric jewelry, despite the message presumes it should work.
3) Solo-target Wood spell has very low damage against neko mobs in Void biome, despite the briefing says it should be effective alongside with Fire.

Something feels wrong with the balance, the buffs looks overpowered. Under Protective Algorithm, incoming damage often reduces to zero. And vice versa, Lykos Hero in Moon biome under Aggressive Algorithm can slash the entire team by 700 dmg. But maybe the Boss crowd is intentionally stronger in stats. 

And lastly, the enemies are just too vital. After 10 hours of playing, getting close to the end of this demo, I was sick of these long fights and started to escape every encounter. 


With all this said, I definitely give this game a top rate. The Gem of this Jam! 

Additionally, if you would like, you can join our Discord server to share the screen in Voice Chat and show how the game is played. Some players can do the unexpectable combos and find unexpected bugs, if any. Could be very helpful and interesting! 

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Welcome! There IS a way to play with Keyboard only, designed specially for solo-device playing and testing. The second character is selectable by [insert] or [Num 0] key. All input mapping is listed in the "README.txt" file. Basically, Player Two is controlled by the right side of the Keyboard - Arrows, Numpad, [Insert], [Backspace], [PgUp], [PgDown]. 

The first wave (OF ENEMIES!!!) spawns before the Ballista is built, therefore they can proceed on their way and won't be defeated. Because of this, the sequence of Tutorial lesson will break and not be able to pass further. 

Making it turn-based feels much better, but there is a lack of movability, and harvesting forces you to end turn. Because of this, completing the third stage in 3 turns is impossible. 

Sure, I'll give it another try 

(no rate is given yet)

I liked the wood cutting!

The battle vs Golem always restarts when mana pool is spawned. 

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I wonder why there are no other people nor cumputers in the office. Another secret of the corp? 

Blahblahblah blahblah blahblahblahbla blablablah! :)

That was very realistic! 20-actions long sequences blew my mind. 

The funniest game I've played on this Jam so far! 

Yes, I do find it hard.

No, I do not find any bugs.

I was zapped too much.

2D Squares are evolved to the 3D cubes. This makes the game already better than the most games on the generic Jams.

Core mechanic is simple as it couldn't ever be. No improvements are possible nor needed. 

You can add textures to the shapes in the future updates, tho.

It may be fun, but the only one button for all actions just does not work fine. Especially, when you are trying to turn around, you attack twice and make 2 steps forward. 

Yes, i think [F] to switch between weapons will be excellent, as there are only 2 "weapons" in the game, so it will be an easy Flip/Flop.

At least the player self seems immortal, so maybe it is worth to try more.

Thank You!

The goal is clear, but is not achievable.  Too many enemies, the eye appears and opens almost instantly, not to mention [1] and [2] buttons are too far to be reached fast.

Jump distance is extremely short.

Hi! The game needs a lot of UI improvements. For example, [Intercepted Call] message has the black font on the black background, and makes the game freeze (lack of "Back" input).

One day - one update. Great work with a DevLog, tho.

When I played the game, I haven't expected there will be: 1) Blood 2) Shed.

And I just go and say GWAA, why does the SWAGGER skills raises the SWAG count for its own damage? Usually, you do not regain energy for using the special attacks with energy cost, or else it results in infinite resources for these special attacks. Maybe it is purely intentional and works as intended, but I'm not sure if it is good for balance.

As it is a [RPG maker] game, wasn't it quite obvious that "evaporation", "phantasm" and "swagger" is a rename of Health, Mana and Technics according to the Game Lore?

A Turn-BASED battles implemented in RenPy? How could anyone imagine this?! 

With a hugely expanded version of Paper-Rock-SciZZors as a main combat mechanic.

This is absolutely a Should-Play! 

There is a quite big potential here. However, currently it does feel quite raw, to be honest. Open World where you are wandering around a huge area with nothing to do, and Arena where is no balance between fighters - especially with an extremely weak Archer (player), or a monster who falls from 2 hits of Sword. Additionally, equipment can break very fast, forcing you to use it only against enemies who seems dangerous, which you cannot be sure about.

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Intriguing story and lore, but no actual gameplay aside of wall-jumping BASED parkour. It should rather be a VN instead of Platformer. But I really like the dialogue system, where you should walk near the walking NPCs. It is quite realistic experience. Want to keep the conversation? Then stay near the interlocutor! That is absolutely Genius!