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A jam submission

AbyssusView game page

Reverse-Roguelike
Submitted by Ne Mene (@_ne_mene_), iamcheeseman, IamHaPPy, Markositta — 1 hour, 7 minutes before the deadline
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Abyssus's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#684.5834.583
Enjoyment#1384.0834.083
Overall#1814.1184.118
Creativity#11563.6883.688

Ranked from 48 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?
Items make the game harder by dissapearing instead of making it easier by gaining them like in a traditional roguelike!

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

Viewing comments 35 to 16 of 35 · Next page · Last page
Submitted(+1)

Very nicely polished game! The game looks beautiful and is really clean. Idea is cool too and really creative, definitely never thought of a reverse roguelike being that you *lose* items haha

Developer(+1)

Thanks for checking it out! 

Submitted(+1)

This is awesome! Great gameplay, great control of the player, and the level of polishing is amazing! Great work team!!!

Developer(+1)

Tysm :D

Submitted(+1)

The level of polish is amazing! The controls are so smooth, the gamefeel is really great. I'm still a bit confuse on how we die and the repair of the items, but I think it's a super creative idea. I had a lot of fun, congrats on your great work!

Developer(+1)

You die by getting hit by enemies and bullets and yeah in retrospect the item ui is not the best. Thanks for playing and we are glad you had fun! 

Submitted(+2)

Super fun game, I think the design is smart since you have to choose perks that synergize best with what you have remaining. Sometimes it was tough to see exactly everything happening because of the various items, bullets, enemies, and particle effects on the screen at the same time. I also found that the very dense enemy spawns coupled with a fairly short immunity timer made for some quite unforgiving moments where a large portion of my health bar would be drained instantly. I also wish there were some more mobility perks included to make getting out of tight spaces easier. However, I think that these are small balancing issues to address with the gameplay. The audio and sound effects are great, and I really love the pixel art as well, you definitely nailed the presentation! Overall, nice work!

Developer

Thank you for  the feedback! It is much appreciated. 

Submitted(+2)

Fantastic! It's engaging, quick to pick up, and oozing with style. The UI would occasionally obscure some enemies, but other than that, this was a great, polished experience with a well-executed core concept. Love the music too!

Developer

Thanks for checking it out!

Submitted(+2)

Beautiful art, animation and sfx! Awesome execution! Cool game! Great job! Check out our game too!

Developer

Thanks for playing, sure I'll check out your game. Did you maybe forget to press the "save rating" button by any chance?

Submitted(+2)

stellar animation, art and music/sfx! I found the use of the theme pretty interesting, kind of feels like a challenge mode in a regular rougelike?

Developer(+1)

True! Thanks for playing :>

Submitted
Deleted 13 days ago
Developer

Sadly, exporting to web is unreliable and we weren't really desperate for ratings. For example particles stop working. And the shader effects are making the game unplayable with all sorts of weird graphical glitches. We wanted everyone to experience the game in its best condition which is sadly not able to be ran on the web :(
Thanks for playing the game and giving a good suggestion!

Submitted
Deleted 13 days ago
Developer

Thanks, much appreciated :)

Submitted(+2)

You managed to make a cool game! The graphics are very beautiful 

and the gameplay is funny!

Developer(+1)

Thanks for the feedback!

Submitted(+2)

Really cool concept! The pixel art is amazing and the game feels good to play, though I think it ramps up in difficulty a bit too quickly, though I haven't really played much rougelikes before. Other than that, great job!

Developer (1 edit)

The compliments are very much appreciated, thank you! True, the game gets harder as you lose more and more of the items and abilities while more enemies are summoned. Thanks for the feedback, we will work on making a much better difficulty curve in the future! 

Submitted(+1)

im so stupid, but this game looks super cool.

Developer

Thanks a bunch, lol!

Submitted(+1)

Cool Bullet Hell Game

Developer

Much appreciated! 

Submitted(+1)

i won!! :D

this is a tense game! i was impressed how despite being a reversal, it almost has the same feeling of progression as a roguelike! at first you're just losing powers because there aren't enough enemies to give you more gems, but as you get towards the end you have enough gems to fix two (or even three) things and build your power back up. i like the piercing + bouncy combo a lot. especially with the silly bullets, hehe

sound and art are both solid, and everything worked well for the few times i played. great job with this!

Developer(+1)

Awesome to hear that, thanls for playing :D

Submitted(+1)

Probably the most polished and satisfying game I've tried in this jam. The art style is charming and gameplay is filled with juicy particles. No idea how it's created, but the procedural(?) background is super cool.

While I love the execution, I'm a bit skeptical about the idea where you essentially level down. What's pushing you to try again if its reward is less satisfaction? I can totally see this as a 'challenge mode' of sorts though.

Anyways, great job on the game. Your team's talent and experience is definitely showing!

Developer

Yeah, the leveling down is sure very questionable and that's usually why jam games like this stay silly little prototypes. Glad you had fun!
Btw, the background is made using a shader. I put a box that covers the whole screen and then mixes between a couple of colors based on the distance from the hole and the angle from the hole. This is all done in godot's shading programming language!

Submitted

Thanks for sharing! I can more or less understand how it works now, but it's still interesting that you managed thought of getting the nice swirl effect just from these 2 variables. Might try to recreate it myself in Unity and stash it under my bed.

Developer(+1)

Yeah, you can check out the source on github if you want some more insight, the link is on the page and the file is called background.gdshader and is located in the scenes folder. Hope you find it useful!

Submitted(+1)

This game is very polished and the little things add up like the ui disappearing when you get near it or the enemies telegraphing where they are about to spawn. Great game with great art and music!

Developer(+1)

Thanks for playing :D

Submitted

It's about time I've found an extremely polished game that I wanted to replay again and again.

The biggest complaint I have is sometimes the game is extremely hard to parse, which isn't something the game should do if it plans to throw swarms of enemies and bullets at you. I like hordes of enemies, it keeps things exciting, but everything fights for your attention here and there will be times where you will mistake an enemy bullet for your own and take damage.

Developer

Yeah I regret making the player bullet glow and letting the player and enemy bullet sprites be so similar. Also there is definitely a reason why enemy bullets in bullethells are often red and not green. This was very useful insight, tysm for checking out and giving good feedback :>

Submitted (2 edits) (+2)

This was super fun, different runs were varied due to the several item combinations, and the polish, art, and sounds were amazing!
Unfortunately the game kept freezing seemingly at random (on the Linux build, idk if that matters) so I couldn't play much, but the bit I did was really great!

Developer(+1)

Aw damn. Did the freezes maybe happen when hitting the enemy that was the last in it's wave?
Btw, thanks for checking out :>

Submitted

Possibly, I didn't really notice but yeah I believe it always happened when an enemy was hit so it's possible it was the last enemy every time

Developer(+1)

Yeah ok, that's the only place where there is a while loop in code. For some reason it became infinite, I have no idea how that could happen to only you. Unfortunate.

Submitted

yeah it's weird, it only happened some of the times

Developer(+1)

Hmm alright, hope it wasnt too much of a nuisance. Thanks again for playing :)

Submitted(+3)

Such great polish, amazing visuals super super high quality work!

Developer

Thank you for the compliments!

Submitted(+2)

Wow, this game is so polished! Definitely the most polished entry I've seen yet, I have some feedback though, I think the sound effects could be a touch louder, as it's a little drowned out by the music, although that's a tiny factor, and I think it's a little hard to understand what it meant by "You lost this item..." I think you should add a arrow or some sort of animation in the bottom of the screen indicating you lost the item. Oh and the art is so amazing! I especially love the shader in the background, that's a really nice touch. Really great entry!

Developer

Yep, when you have music and SFX you need to have volume sliders. Seeing how many people criticised that, we sill surely do that as soon as possible next time. And yeah I can see the ui being pretty confusing, there definitely needs to be some more clarity. I personally wanted to add a text saying "active" or "not active" when you hover over an item but i forgot. Tysm for checking out and giving good feedback, much much appreciated!

Submitted(+2)

This might be one of my favorite entries I've tried! The gameplay is very engaging and the item system is quite unique and allows for some creative building, would Love to see this built upon!

Developer(+1)

Thanks for playing. We would love to continue the project but the code is kinda less then good right now so we would have to go trough quite a bit of refactoring and cleaning up before continuing anything.

Viewing comments 35 to 16 of 35 · Next page · Last page