Play game
Perdition Sphere's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.178 | 4.364 |
Audio | #6 | 4.004 | 4.182 |
Visual | #14 | 4.178 | 4.364 |
Fun | #21 | 3.830 | 4.000 |
Theme | #51 | 3.545 | 3.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
Yes, some assets such as backgrounds, bullet sprites, sfx etc. are from general-use asset packs, with minor to significant alterations. Full list of assets used is available in README.txt and in-game credits.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Really kicking myself that I missed playing this during the jam period, because it is pretty incredible! The level design, bullet patterns, and overall player handling feel so polished and refined. Looking forward to continuing to make my way through the game!
Thank you so much, and have fun! ^^
Thanks for linking me here! I should preface by saying that I didn't quite yet beat the third (final?) boss, but I wanted to make sure I rated and commented before the jam ends.
First things, the game ran fine for me under WINE, and performance was great throughout. It's a very clean feeling game, with the flashier effects understated enough not to clash with the pixel art. The patterns I encountered in wave one and two were good fun, and the enemies satisfying to beat: nothing oppressive, and I didn't find myself using the slow feature, but I'm sure the hard version of the game (and later waves) would dial this up. The third wave was a touch harder, and I took a hit or two. Ultimately it was the last boss that stopped me dead. They seemed to phase so many times that I became reckless and impatient, and tanked multiple hits assuming I was on the verge of winning. Maybe I was - who knows! - but when they reappeared yet again after another black screen fakeout, freshly-twinned and freshly-bubbled, I finally caved. At this point, I should have probably started using the slow-down feature, but I'd already forgotten what key I'd bound it to... I'm getting old. ;)
That said, I can see the appeal of the endurance-style gameplay, and the patterns never seemed unfair, just unfamiliar on first run. If I'd had more time to spare, I'm sure I could have beaten the boss if I'd done another restart. In that regard I wish it was quicker to blaze through the first waves, but I do respect that the gameplay loop requires a slower pace to make the player sweat while the walls close in. (As far as those walls go, though, I only hit them once early on - otherwise I stayed low and central and that seemed to work well for almost every pattern, although it did turn the triple-shot into a downgrade, as two of the three projectiles then reliably missed. For that reason I didn't take the triple-shot on my third and most successful attempt.)
It was good fun overall, and I'm grateful you shared this with us. I'll be sure to take another shot at that boss when I get a spare moment!
Thank you so, so much for playing and for even sharing a little story, haha, your comment was a very fun read! And the fact that it runs with wine is actually very valuable feedback - I think you're the first person who managed to launch a SHMUP Creator engine game on Linux!
Curiously, almost everyone seems to avoid using the triple shot, I thought it'd be a viable choice since it really melts normal enemies - and it can be point-blanked into bosses (at least the second boss) at times for 150% damage compared to default shot, but it really ended up too technical, and much less tested than the other 2 weapons. A new weapon system I'm thinking of for the post-jam might give it a niche.
Staying near the center is a good strategy - I wanted to make sure that the game is beatable even if the player falls behind on speedkilling normal enemies, so the bosses don't really move around too much. They *do* sometimes make staying in the center pretty challenging though, hehe... I'm sure you'll enjoy the third boss' later patterns :P
Again, thank you for playing and for your comment! And when you decide to revisit the game - good luck! The third boss is definitely a trickster, but there can only be so many aces up one's sleeve. I'm sure you'll beat her next time ^^
Just saw the results! Congratulations!
Thank you! Your game scored really well too, congrats!! ^^ Looking forward to updates!
Beautiful and fun. Actually not much else to say, seems nice, just missing some polishing touches maybe, but nothing that actually matters for a game jam, well done
Thank you so much for playing ^^
Hey, I was finally able to get it to boot tonight. Not sure what changed, but it's working well now. First off, visuals are great - I like the atmosphere you're going for. I think you pulled it off well with the art, backgrounds, etc.
I also very much enjoyed the gameplay. Admittedly, I wasn't able to complete the game yet. I only reached the second stage, but I'm going to give it another go in the morning. Only after I had a game over did I realize I was pressing the wrong key for slow down after wondering why it wasn't working (I hit the x key instead of shift). That being said, I had a good time with what I've played so far. The walls closing in were a nice touch to add to the intensity.
Great work with this. If the first couple stages are any indication, I bet the total package could be a full fledged game.
Thank you for playing and for the kind words ^^
Yeah the control prompts are a bit confusing, sadly with the engine I used there's no way to detect if the player uses a keyboard or a gamepad and modify the control instructions, had to put both KB and gamepad instructions in one. Sorry about that. The game is 3 stages long (4 if you count the final boss, hehe), with somewhere close to 20 minutes of gameplay based on replays so far. May or may not expand on it after the jam, not sure yet.
Again, thank you for playing, and I'm sure you'll beat Stage 2 next time ^^ (and if you need tips and the like - feel free to ask!)
It's really well polished, and has very good music and an interesting aesthetic (a little dark for my taste, but that's just something personal)!
Unfortunately, it seems like the continue does not reset the position of the walls? I died to the walls being 1 pixel thin on the first boss because I thought I was maybe supposed to spare them after their shield went down, given there's talk about empathy and two different endings (I even flew into the boss to go for a "hug"). Then the walls just instantly destroyed me again after continuing!
This is a very minor thing, but does this engine, which I'm actually completely unfamiliar with, allow you to name key binds in the menu? I had no idea what I was re-binding, since I think the slow-down button is called "Fire 2" or something. :D
Overall it shows that quite a lot of work and polish went into it, and I liked the boss' bullet patterns! For now, I had to give up since I want to play some of the other jam games, but I might go back and try it again later!
Thank you so much for playing!
Regarding continuing - original plan was to have no continues at all, but it felt like it'd be way too punishing and frustrating, so 1 continue was added last-minute. Sadly the SHMUP Creator engine is a bit limited and there isn't an easy way to reset the walls on using a continue, so if the player gets squished there's a very weird behavior of instantly dying when they respawn. Not sure how I'll fix it yet, but point taken ^^
The 2 endings aren't tied to your score or continues used - but you also don't get the option to not defeat the boss after bringing their shield down. The walls are merciless, and will only recede when you show your worth... However, you *will* get to choose between ambitious and empathetic options at some point. I won't spoil the rest ^^ (by the way, there might just be a tiny easter egg related to hugging someone after you beat the game, but you didn't hear it from me :P maybe I'll do something more with it in the future)
And yeah, sorry about the key binds thing - the engine doesn't allow you to rename them yet, and it can be really confusing, especially considering that one of those "Shot X" is not used in Perdition Sphere at all. Hopefully will amend it in the future. Again, thank you for playing - some waves and bosses may require a little strategy, so don't hesitate to ask me for tips and the like if you decide to revisit the game again! ^^
[hard version, beaten up by boss 3]
So on the surface the game is quite pretty and the the soundtrack is quite nice, but unfortunately gameplay-wise I’m quite mixed.
The walls instantly killing you is extremely nasty, and wish they just bounced you away while dealing survivable damage or something.
The stages themselves are paced quite too slowly, which when combined with how tanky every enemy is (and the absence of any popcorn) makes them kind of a slog to go through even if they’re not necessarily hard, especially if you’re trying to replay them after getting suddenly vaporized by a wall during a previous run.
The player is rather plain to use, with a fairly static shot (unless you choose the wide shot upgrade at which point you can start pointblanking things), and no other mechanics to play with like other weapons or scoring systems to interact with. I also noticed that if you continue the game strips you of your weapon upgrades, which I wasn’t a fan of.
The game definitely picks up during boss fights and makes use of the walls in fun ways, but the aforementioned one-shotting from the walls also hurts. Unfortunately the bosses also share the same kind of tankiness as the stage enemies, making them overstay their welcome by a bit.
Thank you for playing! And I respect your opinion ^^
The game strays quite a bit from the usual shooter formula, and lack of scoring mechanics is intentional. As an attempt at "Horror STG", the emphasis is put on aesthetics - atmosphere and tension. So the pace needs to be somewhat slower, or else it would fall flat. Though the player does control the game's pace to an extent - fully destroying waves faster will speed up progression and give you more time to beat the boss, before walls fully close in.
Regarding walls - personally I hug them a lot myself in other shooters. I understand the muscle memory can play some nasty tricks with how the walls are instant-kill. Yet, there needed to be a way to implement the "limited" theme. And I think mechanics like "Limited ammo", "limited fuel", "limited time" are very, very hard to implement in a fun way. Most of the time they'll just hamper the player's abilities and act as an unfun inconvenience than a threat that you'll need to play around and strategize against. The walls in Perdition Sphere mechanically act as a soft time limit. Aesthetically - they're supposed to really mess with your head, gradually induce a sense of dread and panic. You don't have much time left. If you don't shoot down the next boss - the walls will close you in. It's do or die. If the walls only dealt minor punishments, would it really have the same effect?
I think the main problem here is a player's expectations. Your games are bloody fun! They're fast-paced, and there are always mechanics and tools to keep the player entertained, and ways to strategize to reach a higher score. They're fun in their own way. For Perdition Sphere, the goal was to make the player strategize through the challenges imposed on each stage and reach one of the endings - and make sure they feel something from it. This is why the more complicated mechanics such as multipliers and item collection aren't present, as they would detract from that experience, and also scare away people who aren't that used to shoot'em'ups but who could really enjoy the aesthetics.
That said, and regarding enemy tankiness - the game could really use more enemy variety. I wouldn't use popcorns in every wave, but sometimes they'd really make sense - sadly I couldn't find or make proper assets before the deadline. Not sure if I agree on boss tankiness - both stage 1 and 2 bosses take about a minute and a half to beat, which I think is about the same time to beat an average early stage touhou boss..? (If you had trouble with some particular boss or its pattern - please let me know.)
TL;DR - I understand why a player and developer of caravan shooters and other fast-paced games wouldn't enjoy Perdition Sphere's gameplay so much. I do think it's a matter of taste - perhaps in an alternate universe, another rolling crow would have mixed feelings about perdition sphere being too fast :S Thank you for playing and sharing a detailed opinion, hope you don't mind a not-so instant-kill wall of text in response :P
It took me several hours but I finally managed to beat the game in normal mode, got ending 1/2.
The game is excellent. I love the soundtracks, controls, feedback, speed and all are perfect and it really delivers tons of great bullet patterns which is why we're here.
Immediately dying when touching a wall is brutal, it ruined me quite some runs when not paying attention, I'm trying to constantly remind to myself "don't forget about the walls ... don't forget about the walls ..." when playing. No mercy, I like that.
Now I'm looking at the screenshot and realise it's like a different game from what I've played, I'll probably try to deal with Hard mode some day, the game's worth it.
I enjoyed the game immensely, thanks for sharing.
Thank you so much for playing! Several hours, wow... That's dedication :O Congratulations!
Regarding walls - the idea was to incorporate the "limited" theme in a way that wasn't just an inconvenience to the player. I thought the pressure and perhaps dread from dealing with the walls could really add up to the atmosphere, and am glad that people like it ^^
Oh, and don't worry about Hard for now, the only difference is the HP you get at start and after using the continue, not sure if I'm going to adjust enemies or patterns on normal/hard in the future. You already got a huge W, and I'm very glad that you enjoyed the game so much ^^
Really cool! Though I'm clueless how to progress further. The second boss's walls just became thinner than my hitbox.
Thank you for playing! The sooner you fully destroy enemy waves, the more time you get to beat the boss. Triple shot is great for destroying enemies, but requires some strategy when you use it against a boss - getting as close to them and having all 3 shots hitting will deal monstrous damage. If you're having trouble then you might want to keep the default weapon, it has the same damage output as if you were hitting 2 bullets of the triple shot at a time. Good luck!
Ah! There's my misunderstanding, I think. The first boss said "Let's see how long you can hold out", and I defeated it roughly when its shield was the diameter of the remaining play area, so I thought the boss was survival and died to the walls. So when I got triple shot in the next level, I hung back, only hitting the boss with one projectile, not dealing enough damage to take her out despite a constant barrage.
I'll try a wiser strat next time. Thanks for the tips!
Ahhhh, sorry for that misunderstanding, the white text before the boss was "narrator voice" of sorts haha, and I didn't think it could be interpreted that way. I'll rephrase it later.
And I'm sure you'll be able to beat the second boss next time ^^
This was really well done!
Thank you!
Hey there, I downloaded and extracted the normal version, however the executable didn't do anything.
Hey, thank you for downloading!
Have you checked the readme? You may need to install the Microsoft C++ Redistributable - https://aka.ms/vs/17/release/vc_redist.x64.exe - or DirectX9c - https://www.microsoft.com/en-us/download/details.aspx?id=8109
Let me know if that helps!
Thanks, I did install them, but still not opening. I'll give it a go when I'm at my other PC!
Hmmm, if it's not too much trouble, could you open the Ogre.log file in the game's directory and send the last few lines? So I can understand what the problem is.
Hope it manages to run on your other PC ^^
Is this the one?
11:54:21: Creating resource group General
11:54:21: Creating resource group OgreInternal
11:54:21: Creating resource group OgreAutodetect
11:54:21: SceneManagerFactory for type 'DefaultSceneManager' registered.
11:54:21: Registering ResourceManager for type Material
11:54:21: Registering ResourceManager for type Mesh
11:54:21: Registering ResourceManager for type Skeleton
11:54:21: MovableObjectFactory for type 'ParticleSystem' registered.
11:54:21: ArchiveFactory for type 'FileSystem' registered
11:54:21: ArchiveFactory for type 'Zip' registered
11:54:21: ArchiveFactory for type 'EmbeddedZip' registered
11:54:21: DDS codec registering
11:54:21: ETC codec registering
11:54:21: ASTC codec registering
11:54:21: Registering ResourceManager for type GpuProgram
11:54:21: Registering ResourceManager for type Compositor
11:54:21: MovableObjectFactory for type 'Entity' registered.
11:54:21: MovableObjectFactory for type 'Light' registered.
11:54:21: MovableObjectFactory for type 'BillboardSet' registered.
11:54:21: MovableObjectFactory for type 'ManualObject' registered.
11:54:21: MovableObjectFactory for type 'BillboardChain' registered.
11:54:21: MovableObjectFactory for type 'RibbonTrail' registered.
11:54:21: MovableObjectFactory for type 'StaticGeometry' registered.
11:54:21: MovableObjectFactory for type 'Rectangle2D' registered.
11:54:21: *-*-* OGRE Initialising
11:54:21: *-*-* Version 13.3.1 (Tsathoggua)
11:54:21: OverlayElementFactory for type Panel registered.
11:54:21: OverlayElementFactory for type BorderPanel registered.
11:54:21: OverlayElementFactory for type TextArea registered.
11:54:21: Registering ResourceManager for type Font
11:54:21: Loading library RenderSystem_Direct3D9.dll
Mhm, that's the one, thank you!
Doesn't show any errors but I assume that since Direct3D9.dll is the last one in the log, something related to it could be the cause. Maybe this installation can help? https://www.microsoft.com/en-us/download/details.aspx?id=35
I've asked the engine developer about it, hopefully there's an easy solution. If you try and install the directx runtime - please let me know if it works or not ^^
If it still doesn't work then I'd appreciate if you could send me the full log to my email: wingedfoxdev@gmail.com