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Sundler

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A member registered Apr 18, 2022 · View creator page →

Creator of

Recent community posts

Thanks for the Epic generosity, but I think I'll stick with Godot.

Thanks.  I'm really glad you liked the game.

Game just freezes up for me at the intro text.  I got the same issue with both the web version and the exe.  

There's a warning and an error:

WARNING: CuttableWire: No MeshInstance3D found to apply material override.

ERROR: Node not found: "AudioStreamPlayer" (relative to "/root/Node3D/CanvasLayer").   at: (scene/main/node.cpp:1963)   GDScript backtrace (most recent call first):       [0] @implicit_ready (res://Scripts/subtitles.gd:4)

Not sure if it helps.

Thank you for the great feedback.  It's really helpful.  I agree with what you say.  I was just playing Buckshot Roulette and even the little story and interactions in it give it so much charm.  Sometimes, it's so easy to focus so much on getting the technicals and mechanics right that you neglect the narrative and direction.

This is a relatively small jam.  You should try the larger game jams, like this one run by a major youtuber.

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I too share nostalgic memories of this game show.  My family would really get into it.  

Thank you for the kind praise.

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Unfortunately, the jam won't let me leave a rating due to the queue system.

I would tone down on the text glitch effect.  Maybe have it as a transition effect when entering a new level.

I really liked the minimalist look.  Takes a lot to come up with a unique aesthetic.  It's like you thought what's the absolute least amount of visuals you need.  Though the doors don't exactly fit.  Maybe try to make them more abstract for consistency's sake.

I would add more ambient sfx, for example, get the creatures to make more noise.  It's an important part of horror.

I liked the unique mechanics.  I don't know exactly why, but I was reminded of playing the game, Thief.  But there, fighting guards was a bad idea, you were incentivised to be stealthy.  Personally, I think the core mechanic lends itself more to a stealth puzzle game, where you need to avoid the enemies.  This would also make it more of a horror experience, which too much combat can spoil.  Something more like Alien Isolation.  Or have enemies you can fight, but a type of enemy you have to avoid.  Or perhaps, striking an enemy temporarily incapacitates them?  You would also need to make the levels larger, as a result.

I don't know how it happened, but at one point the game lost mouse capture and I couldn't turn properly.  I tried clicking on the viewport, but the mouse wasn't recaptured.  I kept getting some backtrace error at res://Scripts/sacrifice_sight.gd:34: Condition "!is_inside_tree()" is true. Returning: Transform3D().  You might wanna check that line of code.  When I hit escape, the game paused, but I couldn't unpause it, so had to refresh.  Might be linked to the game losing mouse capture. Try giving players a full screen option, that might help avoid the issue completely.

Itch already has comics, so why not add audiobooks/podcasts?  They're very popular, but no where near as bandwidth heavy as videos.

Do some tutorials first, if you're a beginner.  I highly recommend Brackey's Godot tutorials.

It would be nice if you could review my game in return.

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Creepy atmosphere.  The sound design was great.  

I might have missed the death game theme aspect.

The game froze up near the "is that me" message, when you come across your body.  There was a lot of clipping.  I even fell off the map near the table in the upstairs room.

You should let the player use left/right click instead of f/p.  Also, the title/menu screen looks so bland compared to the rest of the game.  That's an easy fix.

The game looks good.  Sound effects are nice and I like the animations.  It's an intriguing and mysterious atmosphere.  But, I died about 1 minute into the game play and I don't know why.  I only got to answer 2 questions.  This left me a little confused about the game.  It made it seem random or that there's no way to figure out the correct answer.

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Obviously, this is more of an artistic experience than a typical game.  The physics are very janky, but that's not unusual for retro style horror games and adds to the tension.

I may be completely wrong, but I think it's meant to be a commentary on capitalism, or perhaps of the AAA games industry...

Those are genres, not themes.  Is there an actual theme?

What's the judging criteria?  Is art or music rated?

Will participants also be able to rate games?  Will we be able to see the judge's ratings after the rating period?

Personally I think this is much more interesting and really tells a lot more about your game than an overall rating, provides a wider ground for conversation and self-improvement.

It's not either or.  It's a case of both vs only this way.

The over all rating is about motivation, a key component of challenge.  Leagues and rankings don't adversely affect challenge, they heighten it.  

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I get that and understand how it might seem unfair, but so much of rating is subjective.  We all accept that.  It's just an unavoidable aspect of any kind of competition.  Overall ratings make a huge difference for us:

compare

I came in 8th place in the 2026 7DRL game jam

to

I came in 8th place for innovation in the 2026 7DRL game jam, 26th place in polish, and 29th place in fun.

It just doesn't feel the same and is completely anti-climactic.  I always regret taking part in jams which omit ratings and avoid those.  I don't think I'm the only one.

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Why is there no overall average ranking?  Normally, submissions receive one so we can see where games fell over all criteria.  But the default ratings are those ranked only by innovation.

150 views is a lot.  Some of my games get less than that, such as https://sundle.itch.io/siphon, which was a 3D first person shooter that looks decent:

Image

And I note yours was a text based, hardcore sex game.

Try entering game jam contests.

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Why can't I just use my motorbike in the Olympics?  

Thanks for the good ideas.

I actually tried to make a non-combat stealth based roguelike myself.  It's called Rogue: Secret Shadows.  There's not many of these out there.  Most roguelikes just tack on stealth as a side option.

Thanks.  I did have stomping as a mechanic initially, but found that it just didn't fit.  Enemies would die when gravity took them out, which didn't feel satisfying and really looked off as if they just died for no apparent action on the player's part.  It also made the game too easy.  With one fall I was able to take out 5 enemies.  It works in real time platformers, but just doesn't translate to turn based combat.

This was a nice classic Roguelike.  Clearly, you've spent a lot of time and effort on it, which I really appreciate.  

The log is nicely done.  There's so much detail in the descriptions, but the info panels just seem small.  I'd increase their size.  The small dark grey font could be hard to read for some.

This game really needs the ability to more easily see what's on a tile.  I was able to see this info by constantly pressing tab.  Why not just show it?

Is it me or do the sound effects sound like phone touch tones?

I couldn't find any power ups or upgrades.  I guess new skills automatically unlock?  Enemies kept respawning at a high rate, but didn't seem to drop anything useful like weapons.  To fight the end of level boss, I had to keep rushing to and from the heal zones.  

Loads of enemies constantly spawn in the player spawn room, which gives you no chance to heal after a boss fight.

The procedural generation fluctuates too much.  Is it completely random?  In one game, I was surrounded by healing areas, in the next by searing ones!

This is a really nice genre mash up.  I liked the concept a lot, but would urge you to make switching to turn based play easier.

The game is easy to understand, but by default it's really tough.  I tried inputting the konami code, but died every time I did.  This isn't surprising as pressing any key just immediately starts the fast paced game.  And you die instantly.  Just one mistake and it's game over.

The classic Snake game gave people more room to manoeuvre around.  Some of the corridors become really tight and hitting a wall is an instakill.  Bumping into baddies is an instakill.  At one point I died crashing into a wall I couldn't even see as it was off to the top of the screen.

There's no shortage of human programmers on Itch.  Judging by your artwork, they'd be more than happy to team up with you.

I'm so glad you enjoyed it.  Thank you for your review.

All mistakes, code, and design by Frans van Bellen

This line made me chuckle.

Overall, I really enjoyed the game and can see a very solid base that needs a few improvements.  Clearly, this is a genre you are refining rather than learning.  I want to see more roguelikes like yours out there.  So, allow me to play co-designer, despite how unwelcome it may be ;)

The game looks beautiful.  It's very artistic.  UI looks great.  Everything is nice and clear too.  There's zero confusion.  Even a casual gamer would know what to do!

I really liked the menu system, it removes the need for memorising complex controls, which make so many roguelikes impenetrable.  Yet it doesn't reduce the game play down by cutting things out.  

It might be nice to give the player more info about the attacks.  I can see how much they cost, but not the amount of damage they do, for example.

You could also cancel the menu using right click or just when clicking elsewhere, as a convenient touch.

I found it hard to feel like John Wick when my only attack is a punch that only does 2 damage, whereas the first enemy does 3.  And early on, I'm facing 3 of them simultaneously.  This just makes the player feel weak and not like some badass.

For example, what should my play be here:

Image

I'm just gonna lose, surely?

Sound effects would be a nice addition.

As a minor issue, the music was very repetitive and distorted, even at low volumes.  I had to turn it off.  It's an easy thing to fix.

Thanks for the detailed feedback.  A tutorial would be a good idea.

Thanks for the feedback.

I was afraid the player would become overwhelmed at the beginning and wanted to make them move around to get to grips with the controls, gravity, and the way the map wraps around.

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That's the question and my answer is Roguefall

Image

https://sundle.itch.io/roguefall

The idea came from the Roguelike game, Hoplite.  I thought hop, jump, platformer.  Many laughed and derided, but they did not deter me.

It's short and simple for an actual Roguelike.  I'd be pleased with any feedback, yes, even if it's negative.

Thanks so much for the detailed review.  

I should have made the mid-level and end-level items and power ups more clearer.

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This looked really interesting, but on my first play through the game just froze on this screen:

Image

I kept clicking everywhere, like it said to, but nothing happens.

The game looks excellent.  A lot of work must of gone into the 3D graphics.  Really beautiful music, sets an odd mood for a survival Roguelike though, surely?

Recommendations:

- The controls are odd.  Why not simply automatically move the player to where you left click?  And why not make right click cancel the current action?

- Make a view info panel that shows information about a tile/animal clicked on.  I'd like to know what actions I can take on a given tile.

- The player character looks really strange, especially in light of how nice the rest of the game world is, including what appear to be background elements!  The PC should be the highlight.  It only even shows up when moving.  After a battle, I couldn't even see where on the map I was.

- The combat screen could be improved.  You've got such nice scenery, but no Roguelike basics like weapons, or shields?

- I would leave out the free view camera mode.  Not only does it seem buggy, but it's unnecessary.

- Some of the UI elements disappear from view at lower resolutions.  I simply switched to fullscreen mode, but you'll want to fix the UI scaling.


I'll leave it there.  It's a lot of feedback and there's quite a lot of other games.

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Incredible amount of polish and content for a one week game jam.  I almost made a chess Roguelike myself.  Glad I hadn't now.

My bishop couldn't got stuck on one level:

Image

I really like the idea and execution of this.  The graphics are awesome.  The weapons were great to play with.  A highly enjoyable game that kept me playing.  Excellent job!


More info about the items would really have helped.

Some of the text was off screen.

The font was difficult to read.  I'd recommend using a more traditional pixel font instead.

It wasn't clear how I could equip/use some of the items.

I was eager to play the game from the description, but ended up getting stuck on the first level.  I teleported to the creature's area, but then didn't have enough teleports to get back out.  On my second go, I ignored the first animal and got instantly trapped by a cube, which one shot killed me.

Such a creative idea.  I hope you build on it.

Recommendations:

- Maybe you could make sure the animals don't spawn so close to the player's spawn point.  

- I'm sure if I missed it, but a skip turn key would have been handy.  Especially as you can wait quite some time in places, for example when a creature is blocking an exit.

- It wasn't clear which creatures were dangerous.  This info is needed as some can instakill the player.

- Maybe make the binocular tool something you could instantly access, instead of an item you have to keep selecting in the inventory.  This tool should also tell you if an animal is dangerous or not.

Fun little Binding of Isaac like game.  I thought the tutorial was good.  Game sets up everything clearly.

Like the other comment, it wasn't clear which turrets could be destroyed.

I think some of the purists might consider it a Roguelite rather than a Roguelike due to the fast paced, real-time action.