Play sick experience
D'MEO's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay - How fun is it to play? | #21 | 3.727 | 4.167 |
Overall | #65 | 3.354 | 3.750 |
Theme - How well does it incorporate the theme? | #68 | 3.056 | 3.417 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #76 | 3.429 | 3.833 |
Audio - Does the game have nice sfx and music? | #93 | 3.205 | 3.583 |
Graphics - Is the game aesthetically pleasing? | #108 | 3.354 | 3.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I really like the idea. I think its got some good roots to work with. I had a really hard time when trying to get the 12 pieces as it was too dark and I couldn't see, and I felt like I was just fumbling around in the dark and couldn't accomplish anything. I like the combat, I didn't realize that I had to press space to make it start, so I was sitting around for a while waiting for it to let me attack and dodge, haha, but once I realized that it needed me to start it each time it worked just fine. I liked it overall and enjoyed my time up until I couldn't see. You've got a good game!
Glad you liked it. we probably should've made button hints for combat. The dark room was also the bugged room you couldn't progress through so sorry to say but you wouldn't have beaten it regardless but we'll fix it post jam. Stay tuned. Survive the illusions.
Music and sounds were a bit out of the balance - some sounds (especially one when you finished dodging after an attack) just much louder than everything else. Would love to put music a bit higher (music is good, by the way!) and that sound of dodging to put a lot down. It is just too sharp and loud compared to everything else.
Combat was a really nice concept. I am not sure why would anyone want to use anything but the sword, though. Bow was too fast and because of it - hard to use. Magic was way too slow to use and sword seemed to do more damage overal (maybe different enemies take different damage from weapons, but difference in speed was so huge that it was not so tempting to test around - couple of tries with magic didn't show me anything good and bow was just... too fast to react!)
Collected 12 shards and got to the room - already saw comment that that is where it ends for now.
Monsters not always attacking - by design? I was running atfter one for a long time until I just decided to walk past and ignore everything, unless they will trigger combat themselves.
Had fun reading the notes too!
Pills - do they decrease which mobs spawn or how many of them around? I wasn't sure, because ghosts were always running, then skeletons appeared and after I took pill - skelletons were still running. But concept of mobs spawning based on sanity levels is a nice touch!
Overall, I enjoyed the run. Maybe it would be better to make some indication that you can swap weapons (hints with arrows on book while in selecting mode?) and also put some hint that i NEED to press spacebar to start the battle :) A lot of embarasing staring contests with the mobs were there for me!
Hello! This is EnderCal from C-Shrimp. Addressing some of your questions, "Pills - do they decrease which mobs spawn or how many of them around?" So the way it works is, when you take the pills, it throws more easier enemies at you like the shady blue man (Hat Man), and when you drop sanity it throws in tougher ones like the ghost (Abysmal Grave), and the skeleton (Grey Matter). "Monsters not always attacking." So we made the enemies 2D sprites and didn't make a back side so they tend run from you. I also had this problem when I wanted to fight Grey Matter. (Still never won. 😔) The sound effects definitely need reworking as you said. And I agree when you say the bow is too fast we will fix that. And we'll fix the main issue of not progressing. Glad you enjoyed and stay tuned to finish survivng the illusions.
Oh they have some nice names! Would love that bit of lore on one of those stickers!
Fought a lot of Grey Matters and they are cool. By the way, I've remembered one thing - there looks to be movement queue for dodging puzzles and it kind of double edged sword especially on skelies - you can press button and move 2 tiles in it, passing the safe spots. It felt a bit sensitive to jump several spaces so even if i tap the button - it would still sometimes move more than one tile. Maybe something to do with frame rate affecting it.
I see what you mean. We may be able to tweak that but we'll do some experiments with it.
This was really great!
You can tell a lot of work was put into theme.
I thought the timing on the Bow was a bit tight for how much damage it put out compared to the sword, but other than that, great combat system.
I fealt the same way about the bow too. we might make it go a bit slower. Glad you enjoyed. :)
The combat system was a good time. My only complaint with it was that I wish the enemy moves were more difficult and a bit faster, although I understand it's usually better to make it easier for a jam. The sound on the enemy attack ending seemed a bit too loud, so it might do with some adjustment. All in all, I had a good time playing it, and I'll be on the lookout for the fixed version coming out after the jam. Good work!
We have a couple a ideas for making the combat a bit harder. we could try switching up the attacks like Grey Matter (the big tall grey dude.) we'll take some notes on this. thanks for playing and we hope to make it better. :)
I stopped after getting the 12 shards, I guess that's the point where you can't move on described on the game page.
That was cool. I like the crafted presentation, the notes, the combat system and especially the unique enemy and weapon patterns. I felt that overall damage from both parts could have been increased a bit (damage to the ghost with the sword are fine), but that's no big deal. Congratulations.
We appreciate you feedback CryptRat, we'll be sure to do something about the damage inbalance in the polished version!
Yeah sorry about that, it kinda bugged out on us last minute. We apologize that we couldn't fix this in time but we hope to fix this post jam. I see what you mean about the combat needing balancing. We hope to fine tune things like theses as well. Glad you enjoyed.
Really enjoyed the combat system. I agree with the other commenter that movement felt a bit slow. Would have loved an option to also play with instant movement. I enjoyed playing the game.
I see. Sorry for the inconvenience we do hope it didnt take from the experience too much and you still enjoyed it feel free to drop by again after the jam for the polished version
honestly if that is the only negative feedback its not that bad right, I will definitely check out future versions! I got the same feedback on my game also, long movement in straight lines can get repetitive
The grid based combat was nice and unexpected :)
Movement and turning is a bit on the slow side for my taste but it looks like your queuing input so it was borderline okay.
Enjoyed playing it, what more can you ask for?
We appreciate your words :) sorry for any incovneniences you mightve encountered. Make sure to stay tuned after the jam for the polished release
All the stars.
Very undertale combat here.
Award for the boxiest toilet ever.
that toilet do be boxin tho
I like the combat but I think it might not be intuitive at first sight. Took me 75% of my HP to figure out what I was supposed to do first fight. The movement does feel very slow, but that could be just me as I play a lot of fast-paced FPS. Other than that, I enjoy it.
Glad you liked it. I guess our tutorial level wasn't too clear on how battles work. You may have come across a bug in level 3 or so to where you cannot continue. We apologize as we couldn't fix it in time.
I've read the comment on the dude who played before me so I stopped after level 2. But yea, I would be fuming if I just cannot find the last one as I was always garbage at navigating mazes.
Well, I'm glad you like it and I must say, your game about jumping time lines seems cool. Can't wait to play it. :)
I really enjoyed the combat, had a very undertale like feel. Very refreshing.
Loved the whole real vs imagined monsters and the topic of someone descending into madness.
Would have liked for movement to be snappier though, turning was quite slow.
And I got stuck on the third level...got all 12 shards but didn't find any way to progress :( entered the "real" room right next to the starting one but that was it, nothing happened and couldn't find another real room.
yes we know, there is no transition there. a bug we hope to fix post jam :(
overall, im glad you enjoyed our game.
I really enjoyed the combat, had a very undertale like feel. Very refreshing.
Loved the whole real vs imagined monsters and the topic of someone descending into madness.
Would have liked for movement to be snappier though, turning was quite slow.
And I got stuck on the third level...got all 12 shards but didn't find any way to progress :( entered the "real" room right next to the starting one but that was it, nothing happened and couldn't find another real room.