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Dwindle Down's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #16 | 2.636 | 2.636 |
Game Design | #24 | 2.636 | 2.636 |
Overall | #26 | 2.485 | 2.485 |
Theme | #33 | 2.182 | 2.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Needs some polish, but a wonderful first entry and a solid core to build upon
This was pretty cool! I kind of can't believe it was your first game; that's really impressive. A couple of times I felt like my inputs were eaten, which made it take a little longer to complete than I'd have liked. Some sound/music would have been nice, too, but it was so complete! Good job!
ok so is it a horror game? if you stretch the word horror far enough yes, but no. is it fun? not for me, i dont like the turn base style in the context of the game, seing how it would make sense with combat but i feels bad without. game desingn wise the fact that there is very little to do other then slowly walking from a to b makes it kinda boring, the pixel art is very good tho. all in all well done!
Really well-done! More fantasy-adventure than horror, really, and it could use some sound design. It could also definitely use some proofreading in its text; there were several notable spelling errors right at the start, and more scattered throughout. There was also some lag to contend with.
I would love to rate this game (the visuals seem quite nice), but I can't really move - or at least not in a sensible manner, since only about every 10th or 20th arrow key press gets detected. I'd be happy to return if there's some kind of bugfix :)
I deleted my comment due to two reasons:
1. It wasn't constructive feedback
2. The game updated since I played
Theme: Not exactly adhering to what I'd call horror, but themed around the subject of demons and horrific entities
Fun: Very linear experience with a story to tell. The player isn't given any wiggle room to fight enemies or make choices, and there is nothing to explore with. The game could benefit with some points of interests or pickups, maybe even something like life potions. A way to win the game without submitting to the demon, rewarding player ingenuity or planning, would make this a lot better
Game Design: The pixel art was really nice. The movement felt very sluggish and choppy, like the inputs were checked only once in a while. Allow for checking for input more frequently - when I pressed an arrow key, it didn't respond roughly half the time. Other than that, the story could be less linear and could have a secret (good) ending. Other than that, it was an okay, enjoyable experience
Some pretty cool pixel art. An interesting concept though, sorta like Super Hot: The guards only move when the player moves, but this happens an entire tile at a time.
That being said, you're supposed to lose a few times and then eventually make a deal with a demon to help you escape. But you can just go up to the gold guard, hit him once, and then run away until he has left. You can then break the main door and escape the map - although this doesn't end the game. But the golden guard, due to his AI pathing, just runs off into the infinite void, which is pretty hilarious.
That is a funny issue. I originally had two of them standing still in front of it not moving. Then when I added moving enemies they did not turn when attacked. I forget about that guy when I made it so they turn when attacked. Should not be a hard fix thanks for letting me know.
Ya it was my first time making a game so I decided to keep it small so I could learn the engine and how to edit sprites. Sounds were just one of those things that I did not get around to doing.