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Princess Appleton's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1150 | 3.476 | 3.476 |
Fun | #1321 | 3.095 | 3.095 |
Overall | #1465 | 3.143 | 3.143 |
Presentation | #2433 | 2.857 | 2.857 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player must stave off hunger or else lose control and feast on human flesh. Beyond being bad etiquette, this also creates an out of control mob that snowballs into an unstoppable force.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
I enjoy the snowballing, but I wish there were more ways to stave off starvation or control an existing snowball.
There's a punishing element in this design that didn't feel nice. Apples don't fill you enough to actually survive, you will always lose control and there's no way to recuperate.
Yes, arcade games get tougher and tougher, but here you don't get more enemies after beating the level, you get more enemies when you "fail" to keep the curse in check. I liked the game, but you need to add some rewards to make it feel better. Like, health spawning every once in a while so surviving is rewarded or something. Maybe it was me, but the apples feel too far apart and turning into a wolf felt like "failing" because I knew that would spawn more enemies.
Thanks for playing the game and leaving feedback!
Everything you're saying is definitely valid and I think if we had more time we'd implement a benefit per X apples eaten. That said, we wanted to focus on the inevitable loss of control and make that the main mechanic. You can reduce the number of villagers who get scared and move in such a way to kill the fastest soldier, but the theme did make it inevitable.
A good idea that fit the theme. I just wished it was harder.
We had plans for features that added depth and a few mechanics, but ultimately focused on a clean, solid experience. Definitely agree that there should be another layer of difficulty after the first few apples or villagers (as suits your palate :D )
Eating villiages refills hunger much more than eating apples!
I wonder if it's possible to each all the villagers and then just survive indefinitely?
It's theoretically possible to go infinite if you never scare villagers, but that's pretty hard! Our quick playtesting got to 19 villagers eaten but we think higher is possible with more time!
Technical notes: When you eat a villager, one soldier spawns. Any scared villagers run back to town and spawn both a soldier and regular villager. Existing soldier's speed increases every two villagers eaten and new soldier's speed scales with total soldiers in play.
2 minutes, 31 food and 12 villagers eaten :)
I liked the strategic element of it and lovely art style. Good work!
Thanks for playing the game!
Very fun and unique gameplay! I like how the player has to focus on eating apples and outrunning the mob. However, the vector/clipart character, pixel art villagers, background, and plain black instructions screen do not go together well. I know you said that you used pre-existing art, but next time I would suggest using the same kind of art. Also, just a small suggestion, but I think apples don't currently fill you up enough to feel all that useful.
Thanks for the suggestions! If we had an extra day we would have loved to add difficulties and sliders for all the balance levers. We ended up at the existing consumption level to reduce game length, since running from soldiers is ultimately the fun part of the game.