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Little Soul's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
DESIGN | #6 | 4.325 | 4.325 |
VISUALS | #7 | 4.638 | 4.638 |
OVERALL | #7 | 4.400 | 4.400 |
SOUNDS | #13 | 4.000 | 4.000 |
THEME | #18 | 4.200 | 4.200 |
MUSIC | #19 | 4.100 | 4.100 |
INNOVATION | #91 | 3.725 | 3.725 |
Ranked from 80 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very good game, nice art. This is one of my favourites games in this jam
I'll start off by saying this is probably my favourite game of the jam.
I love the simple minimalist art style, along with the aesthetic and the music of the of the game as it creates a really nice atmosphere.
I really liked the enemies as well, they were all pretty distinct and their attacks were just the right speed that dodging them was possible but you could still get hit if you aren't paying attention enough, so if you get hit it's the players fault rather than it be some bullshit fast projectile. It would've been cool to see three different bosses but seeing as it is a jam I honestly can't complain as I think the boss in the game is designed really well.
What elevates this above other games where 'less health does more damage' is that the health and damage is linked to ammo. I think this is good because it dynamically changes the playstyle of the player from offensive to evasive depending on how much ammo they have. Overall, a great idea and execution of the jam's theme.
One question I have though is that I noticed that there was two sort of cross hairs, the small diamond one and the big rotating square one. Would your attack do more damage if the diamond was inside the square or am I imagining things?
Once again, I really enjoyed this game, five stars all round. It would be cool to see it expanded to add more puzzles and mechanic that build upon what you've made here. Amazing job!
Thank you for this incredible response! Yeah the extra crosshair was supposed to be an extra aim indicator and didn't boost damage, It wasn't really supposed to lock onto the mouse like that but I didn't end up having time to fix it lol. Again thank you for the amazing response.
Yo, this game is great! Love the art style and how polished it was. Excellent work!
Incredibly polished game for a 7 days jam! The art is amazing.
I can't even find negative points, exept maybe some minor detail like the lack of sound effect when the weapon is fully charged or the need for a minimap or objective pointer.
Amazing. Love the minimalistic design and control scheme. It was very effective in bringing focus to the gameplay. Great enemies and level design. Very immersive as well :D
Well done!
This is just out right mind blowing. The minimalist art just plays so well with the game! Loved the innovative idea and the mechanics. This game is definitely worth expanding. Keep up the amazing work!
Thank you!
This is incredible! I've seen a lot of other games try the "Less health more damage" idea but this is by far the best I've played. I love the way you tie health, damage, and ammo together. Maybe a dash and faster pace gameplay could make it more fun. This visuals are also simple and stylized. Great Job!
Thank you for your feedback! Yeah I agree, adding a dash would help with the flow of the gameplay
Oh my gosh this is amazing. I love it ;-;
Thank you :)
A really great game! The visual style is simple, but with an author's twist. The main game mechanics are interesting and resemble the health and attack system of the hollow knight.
This game feels and looks really great! The fights were really good and had me on my toes from time to time! Super awesome game!
Thanks!
Really cool! loved the art and gameplay especially the attack and charge-up animations. Reminded me of hyperlight drifter in a way. The only issue I had was there were some intense slowdowns at times maybe from the inability of the bosses to pathfind around obstacles?
Thank you! Yeah I really have to fix the lag in the boss fights.
This game gets my firs 5 star across the board. Wow. Everything is well communicated, balanced, beautiful. If I had to ask for SOMETHING maybe health bar on enemies so I could know how much damage (aka how much life I need) to do to them. But again, I really loved everything about this. Seriously incredible work, file this under stuff I'd like to see a bigger game made from.
Thank you! Yeah after the amazing response I've gotten I'll hopefully be continuing to work on it
Dude i loved it even though it was sooo hard (the game must be called little dark souls)
Loved the designs and the music ! Also the difficulty was nice, but maybe when you fail you could respawn all enemies in the room ?
I loved all the little animations, after taking off a boss and a key. The little arrows are very welcome, the game design is really good !
Good job keep going !
Great combat system, the back and forth between shooting and recharging is really good. Also nice aesthetics.
I thought it was a great game, it destroyed my eardrums when I first got in but that was because my google chrome sound was way too high. The only complaint that I have is that there wasn't enough game to play to satisfy me, I also think that it could definitely have been made more difficult, maybe faster bullets or just more bullets altogether. Otherwise this game was a mastapiece, with great enemies and well done bosses.
great game very satisfying and amazing art! my only feed back would be to give the enemies hp bars so i can strategies easer whether or not i need to be at lower hp to kill them or if i should regen more and the ai was kind of stupid they would get stuck on blocks and it would be easy to kill them after that, but it was very enjoyable!
Great art, punchy responsive audio and a really interesting take on bullet hell.
I usually don't really like the genre but this one had a great bit of tactic to it as well needing to time those recharges while also wanting to stay low HP for those hard hitting shots--a great take on the theme with that as well!
For me I sometimes got a little lost within the level as some of the areas looked quite similar, but I think a minimap may have damaged the visual style. As such I'd maybe suggest a way to speed up or something of that sort so that backtracking wouldn't become tedious if you did get lost. But then I suppose that'd be hard to integrate without it being a mechanic for the fights... So I'm not sure.
Really great, polished piece though, and you definitely nailed that poster!!
Thanks for the feedback! Yeah the slow movement speed was definitely annoying while backtracking, I think if I had added a little dash or something it could have fixed that and also added another mechanic to the combat but oh well, Ill probably add it in if I keep working on the game.
I went for the "health is ammo" as well as the "less health = more damage" idea too with my game! I went with the "kill enemies for more health" route rather then stopping to recharge. I enjoyed how you did it though, slowing down to recharge created a ton of tension and felt really good. The visuals are amazing. It felt really satisfying to line up a shot with multiple enemies or to knock an incoming projectile out of the air.
The only thing I found was that the game would sometimes lag if the pathfinding failed, this could be when I was being chased by the yellow guys and they got stuck outside of a boss gate or if an enemy got stuck in the areas collision.
Overall fun game! Check out mine if you get a chance!
Thanks for your feedback! Yeah I'll definitely check out your game.