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A jam submission

KleptomancyView game page

A real-time deckbuilding roguelike submitted to Boss Rush Jam 2024
Submitted by Shrimp Moose — 48 minutes, 6 seconds before the deadline
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Kleptomancy's itch.io page

Results

CriteriaRankScore*Raw Score
BOSS DESIGN#123.9433.943
SOUNDS / MUSIC#163.8003.800
Overall#343.6713.671
ART / VISUALS#434.0004.000
CONTROLS#483.4863.486
FUN#493.4863.486
USE OF THEME#703.3143.314

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game's take on the theme
Play as the kleptomancer in this real-time deck-building roguelike where you steal cards and artifacts from the bosses you defeat, affecting their behavior as you encounter them again.

Did your team create the vast majority of art and music during the game jam?
Yes, we made all of them, except the sound effects which were taken online and are free-to-use.

Did your game use PlusMusic?
No.

Did your game use Playroom?
No.

Did your game use generative AI art?
No.

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Comments

Viewing comments 28 to 21 of 28 · Next page · Last page
Submitted

Like the idea of deck building, but there are some really annoying flaw's in the system that really ruins the fun of the loop.

The main reasons are really strictive resource system with really slow recovering dashes and mana. The artifacts are nearly useless if you didn't pick up any cards first. But the bosses are fun and if you choose the 3 card path and only spam laser and focus on the mana management it becomes more feasible.

But artsyle is cohesive and charming in a way, character feels overall good. Cool game!

Submitted

The art and effects are spectacular. I had a lot of fun playing this game. Good Job. 

If you are interested, could you please play my game. I would really appreciate it.

Good job! Will come and play it more thoroughly, trying to get through a basic test run and at least give it a try! Trying to get to everyone I can!

i was surprised how much I enjoyed this style in your game! Great job for that! Overall i agree with some of these already very detailed comments 4/5! Great job!

Hey there, I am trying to get other to re-submit their reviews for my game if possible...it was deleted and removed from the Jam on accident based on a technicality which was solved between the Jam Host and a particular asset used in the game...please if you have time, energy, and/or generosity to re-saved your ratings/reviews for the game. I am going through and re-saving yours given my browser kept your rating saved data on my end...but it looks like I lost all 73 reviews and ratings from my end....  :( best of luck to you in the Jam 

Sorry for the inconvenience if you have a chance to rate/re-rate

Host

This is a very fun entry! I really liked being able to switch attacks and passives with the bosses, and it's implemented really well here as I can tell which of the boss' attacks correlate to which cards.

The presentation is phenomenal with a very unique style and incredible music. 

I think the only place where the game really suffers is readability -- normally, intense graphics that clutter up the screen can be fine as the player gets used to them, but there are a few extra places wherein this issue becomes a bit more apparent. Rather than only having to look at myself and the boss, I also need to keep my eye on the cards so that I can pick them up and place them on the screen. Because my eyes are constantly darting around, I lose the boss and have to find it within the thinking time, and then prepare to dodge any attacks it's throwing at me, then look at my cards again to see what I have, all while dodging the boss' attacks...

It is, admittedly, a lot to keep track of lol. I think some easy ways to fix this issue are to maybe place the cards above the player as well for easy reach, and/or have a hotkey system so that the player only has to glance at the cards once to find out which position they're in, then hit a number to cast it and place it using the mouse.

Overall, though -- absolutely incredible job!! This readability issue is honestly the only possible issue I could see with this game, it is otherwise an amazing entry and I am blown away that you made this in only a month!!!

Developer(+1)

Thanks for reviewing our game! We're really glad you liked it!

Yeah, the player UI took a lot of iteration and even now we're not completely sure what control scheme's the best. We tried hotkeys but thought that it added too much work to the hand that was already occupied with movement and dashing so we gave card selection and aiming to the mouse. We'll also try your suggestion about the card placement, it seems like a good idea, and maybe also increase the base thinking time to compensate for the details the player has to keep track of. We'll also crank the particles down a bit to make attacks more readable.

Thanks again for the feedback!


Submitted (2 edits)

The visual are nice, I really like the lighting, animation of the cards and the attacks. The boss are really cool, there are so many different bosses and each of them have a second phase which different attacks. The music are nice too, basically everthing makes sense.

The gameplay are cool, the card based attacks are really interesting, tho there is a bug where if you selected a path and spamming space, the level will not start and keep adding more, and you will get something like this:

Maybe your code is something like when the path button is pressed it add one to the level number, and then you didn't disable the button when it playing the pressed animation so it can be pressed again mid animation and run the code again and restart the animation? Also im not sure if it is also related to this or Im just didn't realized it before but the boss can jumped out of the platform after that. 

But still, really cool game!

Developer(+1)

Thanks for the review!

You're right! That is actually how the system works. But, after it's pressed, mouse input should be blocked. I suspect that when pressing the button, it becomes focused, at which point, ui_enter inputs (which is space and enter) would trigger presses again despite mouse input being blocked. Anyway, the bug should be fixed easily.

As for the boss going beyond the platform, that's actually something we're aware of and decided to put at the bottom of the polish list as it didn't seem to disrupt gameplay too much, though we will find a way to deal with that too if we decide to develop the game further.

Thanks for reporting the bug! I'm impressed you pressed space 126 times just to show that lol

Submitted (2 edits)

This was my highest score after a few attempts lol



Great little game lol.

The overall presentation is cool. Both in terms of audio and visuals. Love the overall feeling of atmosphere that was packed into every level

The boss designs were also cool. Let it be their sprites ( which looked amazing ) or their actual attacks which had a nice mix of bullet hell, AOE attacks and melee attacks ( However, I have more to say when it comes to these attacks )

The starting upgrades were cool and I'm sure would definitely add to the replayability of the game. I personally just went with the first one though lol.

The music is amazing oof. I agree with some of the other comments below. Please allow us to download it lol.

I think some of the weapons need some re-working though. The area that your melee  covers seems to be too small, so I honestly just never used the sword slashes and blasts. Even the lunging sword slash wasn't really too useful either because the area covered isn't much. Only " flash " and " toss " were actually useful. 

Along with that, some of the boss's attacks seem kinda cheap and unbalanced sometimes. The game's readability in general suffers because of the amount of particle effects and things just happening in general on the screen. It's especially prevalent in the case of the grave digger with the bullets just not visible sometimes. The butcher's melee attack is also way too big imo.

Trying to fight the hairbeast also makes it apparent that you really shouldn't have a hard limit on the amount of dodges you can do. Especially with how fast some of the bosses are in comparison to you.

I'm also not really a fan of how you can get stuck on some objects in the environment. If I had to make a suggestion here, it would be that these could get destroyed by the player or the boss over time ? Because some of my deaths came because I was trying to dodge the boss's attacks, had no where else to go because the rest of the arena was covered by the boss's attacks and then got stuck in-between some of the props present. Or you could maybe have these props be outside of the playable arena.

All of that said, this was an awesome entry overall.

Developer(+1)

Thanks for the really detailed response! We really appreciate it!

Card-artifact synergy is very important to the game. I think you thought the melee attacks were weak because you hadn't seen much of the artifacts that could improve them. Melee cards tend to have low or even zero mana cost, making them particularly useful for taking out summons. Also, cards like chop or scorpion swing can also dish out high damage to the boss if you get near enough to land all their projectiles. It just takes some careful artifact choice and maneuvering. Generally though, I do think melee attacks could still use some buffs.

Though, you were right about the gravedigger. His particles were too big, especially with the "great boulder" attack.  We noticed it after uploading, which was too late lol. The butcher, though, was meant to have really large melee attacks. It's kinda his thing, so the player just best stay away when he gets near, which is generally the rule of thumb for bosses with melee attacks. Alternatively, you could steal the artifacts that make them dangerous (for the butcher, the bonesaw, rune knife, and ceremonial shears really boosted his slash area), making them more manageable while also making your melee attacks a lot more effective.

Regarding the environment objects, dashing actually allows you to pass through them, if you didn't notice. Also, some artifacts can increase your movement speed and max stamina, which could be helpful for bosses like the hairbeast, though I personally think good spacing and timing is a bigger factor. Taking advantage of the invulnerability frames when dashing is crucial with pounce and ram attacks.

If you like, you could watch the gameplay videos we posted so you could see how we personally played the game! Our personal best (which was not recorded, unfortunately, but here's a screenshot) was using the creed of obsession!

No description available.

Thanks again for the feedback! Given that the game is basically still in development, it's so helpful to hear other people's experiences!

Submitted

All of the above has been noted lol

I guess my main point was that I felt that the player's base stats should be  increased a little more tbh

I really liked the visual, I'm not usually a fan of this kind of thing, but I still liked it. I would also like to note the excellent boss fights and cool combat system.

Developer

Thanks for playing! We're glad you liked it!

Submitted (1 edit)

What an extremely polished game! The art and music are amazing, I loved it. It's incredibly complete, the creeds and the roguelike style changing who you face each run adds a ton of variability. This truly feels like it could be a commercial game, amazing job!

Developer

Thanks so SO much! We do hope we could release this on steam eventually, and comments like yours are really motivating! Thanks!

Viewing comments 28 to 21 of 28 · Next page · Last page