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Infinity Realm's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #179 | 3.638 | 3.638 |
Graphics | #203 | 3.851 | 3.851 |
Overall | #317 | 3.372 | 3.372 |
Innovation | #348 | 3.277 | 3.277 |
Fun | #442 | 3.234 | 3.234 |
Audio | #462 | 3.106 | 3.106 |
Theme | #583 | 3.128 | 3.128 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
Chaotic environment & enemies.
Did you write all the code yourself and made all the assets from scratch?
I've written everything from scratch, but assets were download from various sites.
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Comments
Pretty good game. Though found it to be a bit much. Which luckily fits with the theme!
Nice game! Though I feel like the level design is a bit too much (well, for me at least). For example, I get the reason for putting random spikes in the game. It's so you don't just stay in one place and keep moving. I'm actually fine with putting them in "safer" places. But in an open area, with 4 snipers aiming for your head, a puppy that wants to bite your head off, all of them respawn possibly before you even take out another 2, all while having to escort a box to a pretty far location, with bullets you gotta aim lest the box go to the direction you don't want, with the box only moving when it's on the mood for it, all the while knowing that it's just level 4, it's too difficult for me. It's not the spikes' "fault", but the fact that all of those things stacked on top off one another made it too hard to juggle for me. Of course, it might be just me being really terrible at the game or missing something (in fact, while writing this, I keep double checking the game just in case that was the case), so take this with a grain of salt. Everything else is really good tho, the presentation is awesome and the mechanics by themselves are really cool. Well done!
Hey mate, I've played and rated your game, if you can do the same, I would be delighted.
it was a good experience, but not that much chaotic, I think some music would help and I LOVED the box animation hahaha, great job!
Link to our game: https://franciscohynt.itch.io/t-cell
Thank you for giving it a try! If I may ask how far have you come, first 2 or 3 levels aren't that chaotic, reason being introducing player to mechanic, gradually increasing difficulty and bullet chaos. But from there on it should be. And there is currently ambient music, do you suggest changing it with some more intense one?
Haha box animation is funny, thanks :D
I agree with some of the other comments in that the box didn't feel like it was always moving when I hit it and when dodging bullets that was a bit frustrating, but otherwise I love that the little bouncy animation the box made as it moved, and the fact that you thought of things like stopping it from falling off the map!
Yup I completely agree on box hitbox and dash. Thank you! I hope you had fun overall :)
great design, and theme, would love the box hitboxes to be a bit more responsive, but overall really well done and enjoyable game
Thank you! I agree, box isn't responsive as it should be, hopefully that didn't ruin overall game experience (at least not too much).
not at all, the game was still enjoyable regardless, great job
Ah, one of my favorite dungeon asset packs!
The game was definitely fun and chaotic. I like the puzzle-like element to give the player objective.
Same! Thank you, I'm glad you had fun! :)
Really cool game. The game feels really smooth and I like the art style.
Thank you I'm glad you liked it!
You weren't kidding when you called the game hardish haha! I think it's got a nice feeling to it. When i figured out that the dash is towards where your mouse is positioned I was a little confused but overall it was fun. Nice entry! I like the art style as well, better appreciated on fullscreen.
Yes, game is intended to be played on fullscreen, I hope noone played it the other way haha. Thank you very much! I've got few suggestions on dash and it seems dashing towards mouse wasn't wisest decision :D
Cool game! The enemies were a little too difficult but the puzzle aspects were great!
Thank you! I'll nerf them for sure after jam!
Good job bro, i like the game, it's like a puzzle game but so much better, now can you rate my game please !
Thank you! Sure, I'll give it a try!
Very good game, given me some nostalgia for NES games. Great job.
Thank you so much! :)
Love the art style, well done!
Thank you :) !
The art is really cool and the game is quite fun to play!
Well done :D
Thank you so much!
This is fantastic, I like the way the controls and the game design in general, it was hard, but joyful. Well done!
I hope I hit that sweet spot :) Thank you very much, I'm glad you enjoyed it!
You really did, it felt really polished, and at the end I really loved it!
I liked the game a lot !!!
Thank you!
I liked the game a lot, it looked and felt really great for a 7-day game jam! However, the respawn mechanic got me a little frustrated after a while.
Thank you, I'm glad you liked it! I will consider tweaking up spawn time & enemy health in future so it's more enjoyable :)
After 3 runs, this was my best. Decided to give it a shot again after the first one (with more than 50 deaths and about 450 kills) just for the secret level... although I couldn't find it.
Super cool mechanics. Super annoying little one spawning at the worst possible moments. Excelent level design. I'm happy I've played it.
Oohhh, and the spikes... how much I hate them!
Would love so powerups for me, not just for the enemies ;)
Great game! Congratulations!
First of all congratulation for finishing the game and furthermore with only 8 deaths! I can't believe you sticked with it for such a long time, what more can one developer wish? Those little ones are, oh, they can be most annoying at times. In combination with spikes I tried to make player on constant move with little to no room for safe spots (rest). That's maybe too hardcore for some and I probably went overboard with it but it is what it is now (at least for the duration of jam) :D.
Secret level well... guess I phrased that poorly and I'm sorry for that. Final level is is meant to be 'secret' one. Reason being that you find 'secret' of wizard's journey. Either way proper secret level will be added with alternative ending with your name in it, of course if you agree and give me permission for that :)
Thank you and cheers!
Of course... It'll be an honor!
Please contact me again if you manage to do it ;)
Sure! After this jam I'll publish new, "improved" version with one more level :)
Probably the best designed game I've played so far. The only things I'd change are the enemy respawn rate, enemy health, the player fire rate, and maybe how the boxes handle on diagonal shots.
Super impressed with the mechanics and levels, how you introduced concepts and iterated on them.
Thank you, I'm flattered :) I agree, game needs balancing (and better box collision/movement), rebalanced version with all suggestion I received will be uploaded after game jam! Thank you again for feedback and kind words!
I'm glad you liked even though it's very hard and frustrating at times (even for me). Thank you for kind words! :)
OMAGAWD U USED THE SAME DUNGEON PACK I USED FOR MY PREVIOUS GAME
Im busy rn but im definitely gonna try this game out later
Haha yes I guess it's quite popular pack :D Give it a try and tell me what you think!
Aite i played it and u did a really nice job with the game. I love how you did the minimap and the puzzle aspects of the game. Sound effects are really well done, something I still struggle with to implement. Its super cool for me to see another game created using the same artpack I used. Though some feedback on how you could make the game feel better:
- Dash direction should be tied to the player movement direction rather than mouse position.
- Currently you have the spike tiles set to "highlighted red and retracted" as the windup/warning sprite, "retracted" as the damaging sprite, and then "show spikes" when the player actually gets damaged. It would be better to replace the damaging sprite with a sprite that actually show the spikes, since the "retracted" sprites can easily blend in with the other floor tiles.
- Enemy respawns and projectille speeds could need more balancing, I think the game is way too difficult. Im personally a fan of leaning towards harder difficulty rather than easy but generally you would want the difficulty to be easy enough that the average player can reach the end of the game without issues. You wouldnt want your players to quit before they could even see the rest of the levels you created!
Overall, very well done! If you are interested, heres the game I made using the same artpack. Its not the submission for the gamejam but you can try it out here: https://buburito.itch.io/bit-souls
Nice to hear that you liked it! Sound can be easily overlooked (I know from experience) and that's even more of a case in game jams where you focus on core gameplay so people trying your game could experience it in a best possible way.
Feedback is always appreciated and more then welcome :) "Retracted" - damaging sprite should show spikes "peeking" from the ground, it completely makes sense but I guess I just got used to sprite as it is now and overlooked it. When it comes to dashing I was changing it from mouse position to movement direction and vice versa. Couldn't really decide which one is better and in the end I sticked with first one (mouse pos).
You hit the spot with the third one for sure! Game needs enemy balancing, and when I look at it now most of the players probably haven't passed 4th level, where the game gets a lot harder.
Thank you again for such in depth feedback!
I will definitely give a try to your games, both game jam one and bit souls, but in an hour or so :)