Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Dessert DesertView game page

Fight off waves of creatures with unique spells (WIP)
Submitted by Plutoneus (@plutoneus) — 2 days, 8 hours before the deadline
Add to collection

Play game

Dessert Desert's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted (1 edit) (+1)

As others have said I'm not a fan of the screen shake; I would be more comfortable if it was reduced by a bit, or had an adjustable slider, and wasn't applied to everything. But that's just my take.

I really enjoyed the gameplay loop. Even without sound effects; the juicy enemy death/coin collection, the punchy spells, the bouncy text when you pick up an item and the wavy damage numbers; it felt good and had a lot of weight. It reminded me of nuclear throne.

My major complaint was already addressed by Magbo, the camera panning away from you but the game continuing as normal.

Right click spawns a bunch of lil digglets like in debug mode.

I think I might've found a bug? When you end a dodge with the player on top of a bullet, it seems to apply damage multiple times. I lost almost my entire health bar from one bullet. But maybe it was just a really strong bullet. Also, a bunch of those digglet guys spawned outside of the play area at the end of level 2. Couldn't attack me or anything, so I had to use fire to kill them. I don't think I would've been able to get them without having fire.

I don't know what this is but holy shit it's overpowered:

The recharge time was faster than the attack animation (because I got so many power ups?) so I was able to infinitely spam them and just wipe the field. It can even hit enemies directly on the other side of a wall. Made it very easy.

Anyway it was super fun, great work. I can't wait to play more. Keep it up!!

and lastly, I got this crash after spawning digglets in the regular game and then killing them all:

__________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step Event0
for object oEnemy:
<blockquote>Variable oCyc.boss(100044, -2147483648) not set before reading it.
at gml_Object_oEnemy_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_oEnemy_Step_0 (line -1)
called from - gml_Object_oCyc_Step_0 (line -1) - <unknown source line></blockquote>
Developer(+1)

Ah, I didn't know about that bullet thing. Thank you and sorry, that is unfair.

(+1)

Pretty satisfying to play, although the screen shake made me a little sick. Looking forward to more item upgrades.

Submitted(+1)

It felt slow and methodical like a Souls game.

(+1)

Even though it's in an early stage, I really enjoyed playing this. It has that Binding of Isaac sort of feel where I want to just pick everything up to see what it does. The spells are all a lot of fun to use. It's fun and I look forward to seeing where else it goes. When a large amount of enemies spawned at once, the camera continued to follow the spawn while others proceeded to attack me. That was the only thing that stuck out to me negatively, but I know that likely wasn't intended and just a result of it being very early in development.