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TheFlesh's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2345 | 3.190 | 3.538 |
Enjoyment | #2381 | 2.912 | 3.231 |
Overall | #2494 | 3.097 | 3.436 |
Creativity | #2660 | 3.190 | 3.538 |
Ranked from 13 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?
you play as the final boss of a dungeon
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
I really liked the camera angle really unusual and it was fun to play
My high score is 4956! I really liked the choice of having the adventurers being 2D, but I also wished I could understand the meaning of the attacks (mainly the numbers surrounding them) a bit better. Good work!
thx for feedback if I do an update I'll make sure to add a tutorial and descriptions to abilities if you hover them to make it clearer
Man, i loved the visuals! The 2d people made it impersonal enough that i didn't feel that bad about killing thousands upon thousands of them - the controls were quite finnicky though, which made it hard to play - it also got a bit repetitive. However the visuals and sound design were great!
Very cools vibes, and I love the idea of being the final boss! Once you figure out the mechanics the game's fun, but also a bit monotonous, I'm interested in seeing how the missing features and other additions you mentioned would spice up the gameplay
Once I figured out what frenzy did, I started to enjoy it a lot more. Good game.
it was a bit confusing on how to play at first, especially what the numbers meant, but once you understand what the abilities do and what frenzy does, its pretty fun.
its kinda cheesy since you can clog up the entrance with 2 wizards or a 1 meatball, maybe you could turn that into a real strat by making a maze level with multiple paths to the wall and entrances to the maze, so you have to choose where to spend your stamina. the frenzy meter is a neat thing to spice up the gameplay, but i just ended up spamming the hallway with meatballs and wizards, maybe you could add more "instant" abilites like the traps, but that do damage.
i found myself just waiting for wizards or meatballs when out of stamina, maybe you could add something to do while waiting for stamina, like maybe you can click on the adventurers to damage or kill them one by one.
i like this game alot its a lot of fun, my high score was 6621
thanks for the feedback I have a version with a couple of extra abilities such as being able to grab groups enemies and throw them for a short time as well as one for a massive arm that you could sweep from the base of the wall to hit things for some time but would also destroy structures. (will add after jam is over, may also include other features)
the problem with being able to clog the entrance was pretty apparent in testing but some idea were having some enemies that could jump obstacles as well as some that would walk over them, climb down interior walls or even blow walls up to make new entrances for more basic enemy swarms. (also possibly just not letting the player place walls down the corridor or near the entrance)
For the maze idea I might try mess around with it in a few ways like the player placing meat walls between 2 points that people can destroy, just preset mazes for some maps, or some enemy types that can create walls to defend from your attacks (or a combination of all.
I think the artstyle is really cool and neat but I think you can achieve a more fun and enjoyable gameplay in the future
Good work
Very creepy and very cool! Nice work!
Very creepy and very cool! Nice work!
Great concept this game I can not believe able
Amazing! The atmosphere is spot on and I loved being a flesh entity inside a dungeon. Really enjoyed the heroes, although simple in appearance they have a lot of personality. My one point of feedback is that I though the placement of hazards to be a bit unclear. An indicator on the ground which switches colour / sprite when you're able / unable to perform a placement would be really nice. I also saw that the stamina bar turned partially yellow at times but was unable to figure out what it meant 😅
thanks for the feedback, good idea for the indicators will probably upload a slightly more polished version of the game at the end of voting with some more elements as well as this, the yellow bar was meant to show how much stamina you would need to be able to use tokens (should prob add this detail to the game play section)
Oh! Give me a heads up if you upload a new version, would love to try it!
I am the boss
My high score 9276
game-play:
Play as the boss and kill all the adventurers that come to sleigh you .
Tokens are displayed at bottom of screen with their cost in the top left, the time they last for in the top right, and the amount to use in the bottom left.
If you get 1k kills frenzy starts making everything free.
When health falls below 10% stamina is produced at double the speed.
When selecting a token the stamina bar will have a yellow bar appear to indicate how much more stamina is needed to use the card.
When using a card with multiple charges (all of them in this version) once you use the token once you have to finish using the token to select another one (use all charges).
controls:
Left click to select, place and use,
Survive as long as you can.
missing features:
I had programmed an ability to grab enemies and fling them around dealing damage when they hit obstacles sadly this version didn't manage to upload due to me being so close to compilation time of the project.
Some features that I wanted to add were a deck build element where you can use gold from kills to get new abilities and upgrade owned ones and actual enemy variety.
Might add a phase system so at low health that cards can be upgraded or changed for phase 2 ext.
Make the uses at bottom left display current charges remaining after they start getting used rather than total uses.
credits:
I designed/programmed the game and art, my brother helped with audio and sfx.