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A jam submission

Soul TollView game page

Quick juicy, survival action!
Submitted by scubasteve234 — 7 hours, 45 minutes before the deadline
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Soul Toll's itch.io page

Results

CriteriaRankScore*Raw Score
THEME#243.4633.463
OVERALL#253.6343.634
JUICE#263.7073.707
FUN#273.4633.463
PRESENTATION#663.3903.390

Ranked from 41 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?
Some of the sound effects were pulled from sites that offered free assets. All of the art, music, and programming was done during the jam.

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Comments

Viewing comments 20 to 1 of 26 · Previous page · First page
Submitted

I like it was fun, controls while good feel little unpolished especially the dash, the shoting feel good thought, the art was simple but nice, overall a really good game

Submitted

I enjoyed it, but it was a little repetitive at times. I liked the dash slowdown, but the dash itself could've been a little less stiff.

Submitted

Fun and simple gameplay loop, keep it up ! <3

Submitted

Its really cool to play, feels really satisfying.

It would be good to have a shop and some upgrade system to make it even more enjoyable!

Good job! :)

Submitted

Nice little game! I was looking for a little bit more variation is the higher levels but very fun to play. Amazing music!

Submitted

Great game! I Iove the art, the sprites low bit sprites and smooth animations are very nice, I particularly like the fire on the altars and the movement of the player character.

I was yearning for a machine gun which perhaps I would eventually find. The grenades were juice heaven, I had a lot of fun using them but the shotgun felt fairly inconsequential in comparison.

Overall polished, and well executed. Looking forward to playing more and perhaps seeing future iterations

Submitted

Simple, fun level-based game!

Shooting felt really nice and mowing down enemies was fun!

great entry!

Submitted

So simple, yet so fun. The song is a banger

Submitted

Well done, i enjoyed play it, I think the best option for remaining souls would be to be transfered in the new wave of enemy, so i can decie if i'm full hp to use them later in the game! And I really like the mando helmet of the player! :) Nice job!

Submitted

In the first playthrough i did not kill enough and I got stucked. It reminds me of magic survivors. It feels fun to play.

Developer

Thanks for playing! You can use the red beacon to sacrifice your health for extra souls to get through the gate. 

Play the tutorial! lol

Submitted (1 edit)

really cool game reminds me of an old game called 'shotgun fun fun'. great work :)

Submitted

Absolutely top notch execution. I love the DOS EGA / Organ Trail vibes in the graphics (bot with fluid animation… awesome). Goes to show that you don’t need so many colors for a delicious juice!

The gameplay is awesome, it teaches fairly quickly that it’s the souls you’re after, not the kills – I’ve recently played some Crimsonland, so I had to pay (no pun intended) attention.

Everything sounds great as well. One tiny negative feedback: constantly firing grenades (which is the way to go) makes the screen shake too much - I’d reduce the magnitude and time length a bit, but that’s just me.

Submitted (1 edit)

Visual and sound effects are perfectly combined, music fits well too.
As for the gameplay - I don't know how much time you have left for it after working on the wrapper of the game, so i will just say - some moments are questionable for my opinion, but i think it's only a matter of time - to build a good gameplay sequence.

Overall solid 4/5.

Submitted(+1)

Felt this fit the theme quite well.  Neat concept, fun little top down shooter!  I liked the sacrifice mechanic, forced you to take risks and if you could do more with the souls I think that would add a nice extra layer.    The soul gathering was satisfying - and emulated Vampire Survivors system (in a good way!)

I both loved and kind of disliked the dash mechanic.  I LOVED the effect of plowing through the enemies and seeing them kind of flip around...but the hit stop was a bit much and kind of made the pace of the game feel stuttery when I used it.  I'd remove the hit stop and leave the satisfaction of the state you put the enemies in - and allow more dashing.  Or, make the dash less frequently useable and introduce slow-mo , zoom and vignette to really dramaticize it.     These things are tricky to balance in a jam window.

The grenades had a nice explosion and camera shake...but i felt like they didn't do enough damage.  I get that this was probably to balance out how frequently you could get them - but as a limited resource attack it kind of subverted my expectations.  I also wasn't a fan of the hit stop. 

My overall suggestion on the grenades:  Make them harder to replenish (maybe you buy them with excess souls or some other risk / reward mechanic), up their impact (make the enemies really fly, lots of damage).  Remove or heavily reduce the hitstop, instead slow down time when they explode so the player can still control their character.   

Overall I really enjoyed the game and think you should run with the idea and polish it up even more!  I'd love to play more of it (hence the wall of feedback)  :)

Great work!!

Developer

I totally hear you on the hitstop, I may have gone a little crazy with it. Some of my playtesters raised the same concerns but I kinda let it go because it is the JUICE jam yknow? I agree with all of your points, I'll definitely see where I can fix it up after the jam closes, but the code is an absolute mess lol.  Thank you so much for the thought out critique, it comes wildly appreciated.

Submitted (1 edit) (+1)

haha I can 1trillion% relate to code being a mess.  I had to rewrite the transition system for sleep debt like...3 times.  My object orientedness could use some work, lol.  The entire game (except the opening) is housed in a single scene because I really didnt want to struggle with scene management and persistence in a webGL game (Last time i did, i had weird bugs).   I think a lot of people went ham with the hitstop tbf, haha.  It's def one of those things (like bloom and chromatic aberration) that are best when barely perceptible (unless you are going for something intentional).  

Submitted(+1)

This feels quite fun, but you get stuck if you dont collect enough souls to make it trough the Gate?
Not sure if bug or intentional, happened to me at second level

Developer

Play the tutorial! You can use the red beacon to sacrifice your health for more souls to get through the gate. Thanks for the kind words!

Submitted (2 edits)

Oh mb, its the altars....
Maybe some highlighting of the altars / a UI popping up at the end of the level would help make it playable without a Tutorial :D
Thaught its just a visual cue of making it trough the fight

Tried to do sth with the red button on the front of the gate for two minutes xD

Submitted(+1)

 very juicy! shooting feels fun and the grenades feel impactful. it feels great slaughtering hordes of enemies, a little like vampire survivors, I love it.

maybe having a enemy death sound effect could give killing enemies even more oumph. 

lovely game! well done.

Submitted(+1)

Very juicy game, nice grenade effect! Killing enemies is very satisfying and it's cool that you have to stay close to collect the souls, putting yourself in danger in the process. Good job!

Submitted(+1)

Nice! The game is nice and juicy, and the combat feels good. I especialy like how the souls only come to you when your close, which makes you stay close to the action. The dash seems a bit funny. Well done!

Submitted

a very simple game, nothing special for 9 days, taking into account 2d

Developer(+1)

You just come to play to be rude? I put a lot of work into this.
Sorry you didn't like it, maybe some more effective critique would be better next time. 

Submitted(+2)

Just ignore :)

Submitted(+1)

Pretty cool, good work!

Viewing comments 20 to 1 of 26 · Previous page · First page