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MxAshlynn

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A member registered Apr 10, 2015 · View creator page →

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Ahh, I’m glad people are still playing this!

Love the aesthetic!

Great work! I love the Castlevania II vibes, and the spritework is amazing! Catchy music, too! 🕯⚔⚰

Cool idea!

This is really fun! Great job boiling the mechanics down to a minimum.

Thank you for all the hard work! I would love to help next year if I have the bandwidth when the time comes!

Hi Winter! Welcome!

It sounds like you have a great plan.

Let me know if you have any questions; I’d be happy to help!

Congratulations! I know it was tough getting this one out the door. Going to share it with all my dungeon-crawler-player friends! 🛤

Great work! I love how quick and responsive it is (name entry systems from the 2.x era were always kinda sluggish).

Also, great font!

Lovely! 🌳🌞🌻

The art style is so good! 🏯🎨

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Thanks for playing super far! To get both those scrolls:

How to get Last Scrolls 1. Return to the Glassy Tarn. Underneath the lake, find an exit on the lower right.
2. Follow the passage till you find the Mermaid's house.
3. Meditate by the bubble fountain to gain the insight to fly.
4. Return the the Vampire Quarters and use flight to get the scroll there.
5. Go the Abyssal Subterrane and walk all the way to the right to the black dropoff.
6. Fly up. Find the scroll at the end of a passage to the left of the dropoff.

Let me know if you run into any trouble!

Great work! Will definitely give this a shot

Sounds good, thank you!

Can we use logo mode? 🙂

I enjoyed it!

I liked the divide between the village and dungeon and thought how the village was broken into different spaces was engaging. It reminded me of several older games but I haven’t seen a game do that type of space layout recently. I also thought the skeuomorphic menu was interesting.

I did feel like I could have used more feedback or guidance on how to play. This is not a genre I play a lot of, so there are doubtless things a seasoned player would immediately get that I struggled with a bit. Like, in the dungeon I wasn’t sure if clicking E on the compass rose meant my character moved east or that my character turned to face east.

Similarly, the combat button layout felt rather novel to me but maybe it’s old hat for dungeon crawler fans.

One thing that I wasn’t sure about was the announcements mid-battle that would say things like “You are ready to make your move”. I wondered if there might be another way to communicate that without slowing down combat as much?

To me, it felt like a major draw to the game was probably the player character transforming in various ways as play goes on. I felt like the game made me really work to get to that content.

I liked the two women who share a body and run the hotel a lot and found myself looking forward to getting to know them better, moreso than the flame person in the parlour.

As for overall vibes, doom definitely hangs heavy over the player character and it seems like a traumatic past is hinted at. The village, too, felt like it had seen better days. The dungeon, as far as I got, was surprisingly un-gruesome and almost peaceful by contrast.

I wondered if the player character’s past would stay vague or become more important to the story as play progressed; I expect the trauma backstory would resonate with a percentage of trans players.

Good luck with the Steam release!!

Clever way of expressing it!

These science tables are all really cool! Great work!

I figured 1 & 2 were probably the case. ^_^

By the way I like how the tempo of the music reflects the action of the current setting! Did you make the music yourself? The battle theme is really good!

I played for another hour today but didn’t come across anything else that looked like it might be a bug. I did have a bit of a hard time telling how movement in the dungeon works, but I don’t play this type of game much so I imagine this says more about me than the game.

I’ve mentioned MFCD to a couple friends who play this kind of game and might be interested in testing.

Let me know if there’s anything else you’d like me to try out! Good luck with the release!

Thanks! The layout took a lot of work 😅

I only learned about that a few years ago myself – I think it’s really interesting to see all the variants!

Here are the glyphs and the suits they represent:

I think my favorite part was looking up what playing card suits are used in European countries other than the French ones common in NA and then designing icons for those ^_^

I really love the mechanic concept here!

Yay, I’m glad it’s helpful! I’m looking forward to playing more :)

Regarding the stats menu, the suggestion I would have may be too much work: I had expected to be able to use ⬆⬇ to select which stat I was editing and then use ⬅➡ to adjust the amount of that stat.

Regarding the character appearance customization screen, it wasn’t too far afield – rather, I felt that the game was asking me to make pretty definitive statements about sex and gender without providing many options? But I think you are probably doing exactly what you should be doing in this section: it reminded me of Corruption of Champions and similar games and I figured that was the audience you were aiming for as I think the game has a strong TF component?

In general I just wanted more choices; even being able to select hazel or grey eyes would have been a plus. But this is very specific to me, so don’t feel you have to change that unless other folks mention it.

The explanation here for the time mechanic was a-okay, and I think telling you the exact current time when leaving the dungeon would be great. :)

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Hey Story, I tried playing for the first time tonight!

I started by loading the ROM on BGB64. I selected NSFW, Survival, and Free modes.

I found the UI for inputting stats confusing, but since it allows you to start over and try again it’s not a huge deal. I’m guessing from the character appearance customization options that I’m not the target audience for the game, which is okay.

The graphics are a really neat, unusual style. I enjoyed the opening cinematic and the village area a lot!

One potential bug: After taking the sword, the Search Mode cursor remained visible even though the game thought Search Mode was off.

The “Ouch!” voice was an impressive surprise!

Another possible bug, but maybe I just don’t get the game rules: After exploring the dungeon for a bit I returned to the village and was told it was now Day 2. I then went to my room at the inn. While there I was asked how long I wanted to rest and I selected “A little (1 hour)”. It told me that it was now Day 3, which took me by surprise as I expected to have most of Day 2 still available? Perhaps I should have been checking the time menu more frequently.

I played for a little over and hour, then saved and returned to the title screen. That’s it so far!

Aww, that’s really nice to hear!! I’m glad you like them :D

Cute! Very nice 🐟🐠

Yay, thanks! The little icons were really fun to work on.

Thanks!

Oh wow, 10th Anniversary! Congratulations!! 🥂

Hyped!

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Played it thru again and I gotta say, I still love this game! rune stones

Cute!

This is super cool! Love how to-the-point it is and the simple controls work wonderfully for the space you’ve designed. Amazing art style!!

Great art style! Also, it’s cool to see someone using GDevelop.

I love it! Really cute and surprising. Great work!

Very atmospheric! 🦋🪔

Haha, fair enough! Perhaps one day we’ll have a viable mouse interface for old school platformers :)

Quite fun!

Really fun! I loved the surprises, the atmosphere, and the YA vibe. The sound effects are awesome!!