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A jam submission

Fearful CircuitryView game page

A dungeon crawler where you play as a lost magic item.
Submitted by zemeal — 5 hours, 26 minutes before the deadline
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Fearful Circuitry's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#9753.4743.474
Overall#14403.4563.456
Creativity#16613.5263.526
Presentation#19223.3683.368

Ranked from 19 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?
Fearful Circuitry is a dungeon crawler where you play as the magic item - specifically, a magic hat trying to keep its wearer alive by augmenting their feeble abilities.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Making a loop was a very satisfying, I think this could be expanded upon

Submitted

Hilarious take on the theme! Very fun and addicting!

Submitted

Such a relaxing puzzle game! It felt a little easy, even without making a closed loop/triangle, but it's the kind of game I could play for a million levels! 

Submitted

Some really interesting mechanics here! Could use some more explanation on how it works and some strategy suggestions but overall really fun!

Submitted

I really liked that shooting mechanic! 

Developer

Thank you!! Hopefully it'll be spiced up with some neat animations in the future. Thanks for playing!

Submitted

I really enjoyed playing! I only wish it was longer. My only critique is how overpowered you can become. It's really easy to start building up your attacks. Like Fuzz Force said, I think removing the ability to rotate the shapes, or decreased damage might help this out. Other than that amazing jam entry!

Developer

Great points, thanks for the feedback. Yeah, originally damage was much lower but I thought it became too tedious just watching your claimant sparring with the enemies without anything to do, especially in the early stages. I'll have to think about ways to solve that, or maybe embrace it and let the game become more of an incremental game / auto-battler. 

I built out modular systems for things like nodes with lots of different effects and enemy variety, but ultimately spent too much time on the technical stuff and not enough on just adding game elements. So a longer version is definitely possible at some point. Thanks again!

Submitted

I liked the idea but did indeed become broken quickly. Some more node variety would've elevated this. Maybe if you couldn't rotate so it's more like a puzzle.

Some feedback in the dungeon screen would be good too, just to see some bullets flying.

Worked fine in Firefox(windows)

Developer

Yep, that's on me - there was a check which prevented pulses from continuing through tiles they'd already passed through, but I unknowingly broke it immediately before upload and was far too sleepy to notice. I have ideas for lots of unique nodes - ones that would change pulse types to a healing pulse or a chaining lightning attack, for example - but spent too long refining the node-to-node communication system and ran out of time.

You're totally right about not rotating, that could potentially solve a number of problems. Thanks for the suggestion, and thanks so much for playing!!