Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Rundevourer

42
Posts
2
Followers
A member registered Apr 24, 2025 · View creator page →

Creator of

Recent community posts

The enemy variety and the boss fight at the end were nice and you only needing to destroy the support beams to complete each stage leads to an interesting choice about whether you want to take down the enemies first or go straight for the beams! I do think that the tanky enemies could have been a bit faster, but besides that I liked it a lot!

I like the concept and the pixel art is pretty good, though one thing: after I paused and unpaused the game, the game would pause every time I pressed space and this would only stop after I reloaded the page. You might be able to fix this by setting the button's focus mode to FOCUS_NONE.

You've done very well with the main menu art! The concept is great and the variety with the spells is nice, though the lack of sound effects leads to some detachment from the immersion and the dragon's somewhat excessive health makes the experience a bit cumbersome. Still, I enjoyed playing it!

Great concept and also nice pixelart! I liked the design of the eye at the end (though that might partially be due to my bias towards images of a big evil eye (as you might assume by my profile picture))!

I just updated the game, so the bug has been removed. Thanks for noticing it!

Yeah... the cell has some finicky collision which for the most part refused to be fixed during development. Pushing it using a wall should usually work as I made sure to test that, but said finicky collision might end up undoing the carried state of the cell by pushing it out of the area where it counts as being carried, causing it to push down on the player, resulting in being unable to move upwards. Sorry about that!

Ah, that makes sense! Thanks for the explanation!

The visuals are splendid and the fast-paced action mixes well with the game's length, though the music gets a bit annoying after a few seconds.

P.S. Why is there a quit button in the main menu?

I'm not really a fan of customer service games, but this one definitely has a lot of charm! I did notice that the confidence bar didn't appear sometimes, but don't know if that's just the case for me or for others as well.

I honestly didn't expect the days to get so tense (that did at least give me a reason to see the fail screen, which I, for some reason I can't fully grasp, like a lot, multiple times). While I did like the game, I noticed while playing that the progress bar when repairing never appeared and that I could sometimes pick objects I dropped back up and sometimes not, though these might be due to performance issues since I played it on a Chromebook.

The music is great, I loved seeing so many chain reactions and it's impressive how many levels you managed to make, yet I did feel like there was a lack of challenge due to the simplicity of the puzzles.

The gameplay loop is pretty fun and the enemy designs are great! I do think that the speed at which you can change the tower's element and take out enemies isn't fast enough to match the speed at which the enemies spawn, making it a bit too easy to get overwhelmed.

I really liked the visuals and the puzzles (and also playing as ghosts). It's impressive how much you managed to incorporate while remaining consistent with the art and enjoyability, though one nitpick I have is that there could have been a visual indicator when you're controlling the reflective surfaces and another is the music restarting after each stage.

I was originally going to include a tutorial to make things clearer besides the description on the game page, but couldn't due to time constraints. And the high difficulty is to make it more challenging, but I understand why that might make it a bit too frustrating.

Love how you have to sacrifice something at the start to be able to move! The visuals match very well with the grim atmosphere you went for. Don't know if it's just with me, but I found parrying to be a bit too easy and that led to me being able to grind to max gems every time just before finishing a room and moving on to the next one and also to the boss not being very tough. By the way, congrats on winning the previous Mini Jam!

It took me a second to get used to the controls, but I really enjoyed playing it! And I liked the parallax effect on the background! It would have been nice if there was more than one big enemy ship so there would be a bit more to do.

I did notice some people had made changes during the rating period, but I was just unsure about how much that was in line with the rules. The issue should be resolved now!

I liked this one a lot! The artstyle definitely fits the somewhat somber theme the game has and the same can be said about the music. 

However, I did notice that the player character's sprite stands above the roof of the cabin below the starting point when walking over it, but stands below the roof of the one above the starting point. And I also kept wondering if I was somehow able to interact with the machines scattered around the map, as some of them glow while others don't, but wasn't able to. It might be just that I missed something that allows that.

You don't have to apologize for the long comment*, as I really appreciate all advice (especially if it's detailed) given to me! I tried replicating the screen bug, but I seem incapable of doing it as I don't have a mouse and it doesn't seem to work with a touchpad. I will still change the window settings in the update after the rating period. And about the mixels, I thought having different pixel sizes wouldn't be too bad, but I get why that's somewhat of an issue. I actually did compare sprite sizes during development, but only after I had already made the tiles and the player sprite, so I chose to roll with the pixel difference rather than redesign as to not risk running out of time.

P.S. Regarding level 6, try combining some of the things you can do with the spear.

*As you can see, I'm a bit of a long commenter myself!

I found the music to be a bit slow for my liking, but the time limit creates quite a lot of tension and having a room count is a really great motivator for replaying after a game over.  So overall, well done!

It's a pretty unique concept!

You're spot on about the assets and sound effects being a bit slapped together, as I did want to make a detailed background to create more cohesion and wanted to spend more time looking for and editing sound effects, yet didn't end up having enough time. And regarding the archers, I think I just got muscle memory for their arrows during development, thus why I didn't notice that they might be too fast. I do plan on updating the game with a few things I didn't get to include due to time constraints, like an ending cutscene, after the rating period so I'll change the speed in that.

Thanks for the advice! I was thinking of changing some of the art before submitting to make things fit along better, but sadly didn't have time for that. 

I didn't know what to expect when I clicked on this game, but I'm honestly pretty glad I did. You did really well with the spritework and the music is top notch!

I loved how things felt more and more tense the further I got and how the backgrounds made me constantly feel something was... off about this place, which is pretty fitting for HELL. Also found the enemy designs to be incredible!

I'm not really a fan of procedurally generated endless games with basic gameplay, but I do appreciate the detail put into the sprites. If you plan on improving the game later, I would advise animating the enemies to make them a bit more lively.

Liked the aesthetic! My one complaint (as I liked all other aspects of the game) about it is the regenerating health, as there would have been less waiting and more of a challenge (excluding a few moments where I had to dodge enemies while waiting for my health to fully regenerate) without it.

The visuals are fantastic, the story kept me engaged and the I found the music to be AMAZING... yet the gameplay did start to feel a bit tedious a few stages in. Though everything else did mostly make up for that!

Nice to see another game featuring spears as the main object used! It's fun to play, but I do think having checkpoints would make the game better as you could then choose whether you want to continue from a checkpoint or reset fully for a better time.

Love how you can plan out how to go through each section of the game due to having multiple weapons at your disposal! I do wish there were more levels so I could experiment more with different tactics to eliminate all the rats.

P.S. Really like the design of the final boss.

This game has AWOKEN my inner need to shoot arrows at digital frogs!

A+ for effort and also A+ for execution! It's very easy to get addicted to it!

I found it to be a bit on the short side and the sliding sound could have been better, but I nevertheless enjoyed it!

With the mix of the visuals, gameplay and plot, I think you've made a fantastic game. 20 stars!

The visuals and concept are great! Just wish there was a way to move on to the next day faster than waiting for it to become nighttime as you can't do much during it until you obtain a sword. But still, I enjoyed it.

Well done with the aesthetics!

Rated it just now.

Incredibly well done! 

https://itch.io/jam/mini-jam-183-calculations/rate/3511614 (P.S. You need java version 17 or higher to play it)

It requires java version 17 or higher, otherwise it won't work.

Enjoyed playing it!!

https://itch.io/jam/mini-jam-183-calculations/rate/3511614