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Down to Scale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #3941 | 2.577 | 2.577 |
Style | #4196 | 2.654 | 2.654 |
Overall | #4759 | 2.474 | 2.474 |
Creativity | #5854 | 2.192 | 2.192 |
Ranked from 26 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?
Mob spawn rates scale exponentially, primary way of combatting them is to scale up your weapon size (literally, there is no cap)
Development Time
96 hours
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Comments
Helped me conquer my fear of skeletons 10/10
It was fun to keep the weapon growing haha I just missed some music/sfx
Pretty fun, but it could use some more enemy variation and sometimes the collisions didn't work. Still pretty fun!
I liked the premise! Some more UI and music/SFX would elevate it but it was still a lot of fun trying to survive.
Congrats!
Fun game! I liked that all the weapons act differently and the small touches like that the skeletons give you a warning when spawning in.
Great job!
A little more juice on enemy hits would take this to the next level!
Got up to stage 5 but then I died instantly on a skeleton lol, cute game
The game's core loop is simple but really fun! It does lack some style in both art and music. Overall, good job with your game <3
I liked the game. I did notice there was a sound and music slider in the settings, but for me there was no sound at all. Was this a bug? Other than that, great job!
Not a bug, just being over ambitious. Initially I wasn't sure how I was going to add scaling but wanted to make a survivors-esq rogue-like so I decided that making the code as scalable and robust as I could, to help with future game jams, was going to be my goal. Later I came up with a scaling mechanic I liked and worked that into the weapon system I had built out. In the end the systems cost me time for this game jam but the infrastructure code for injecting weapons, enemies, and UIs will save me a lot time down the road. Music and SFX were the things I really wanted to include as part of this that I just couldn't get to in the time allotted but I mocked together the UI so I could wire it up easily later when I was working on the UIs.
Now that the jam is over I'm doing some performance passes today then I'll introduce the logic behind those menus and find some music just so I have the infrastructure and some experience before my next game jam.
That's smart. Its always nice to have general purpose features that you can use in any game!
I firmly believe that creating a great game comes down to getting a few key elements right—and you’ve absolutely nailed it. I made it to the 5th stage of your game, opting for a power and reach build, and I genuinely had a blast playing it. Every moment felt well-crafted and engaging. Hats off to you for delivering such an enjoyable experience. Well done!
Very nice gameplay, needs a lot of polish, especially in combat, but keep up the good work! Godot <3
spawns are a bit misleading. the enemies flash and disappear. good concept tho
I tried doing a partial opacity but it seems my sprites only had 0 or 100% as options and I didn't have time to come up with some nice looking pre-spawn animations. This was to give the player a chance to move before an enemy was suddenly inside of them dealing damage. I thought this worked better than a deadzone around the player for spawning, I think I'll swap it to some kind of indicator that's not the enemy sprite (likely in red) as a warning.
Gameplay is fun and very Vampire Survivor-esque! I was able to progress until there were too many enemies and the game froze :)
I got a report of this from a friend as well, they traced it back to having Graphics Acceleration enabled in chrome, disabling this setting fixed the issue for them (they also had <10% CPU/GPU while having performance issues). The downloaded version hasn't had that same issue reported so AFAIK it's just a chrome build issue.
Thanks though!
I was able to track back some orphaned nodes that weren't getting cleaned up when they should of been and fixed it. I additionally capped the FPS and removed assets from physics layers they didn't need to be on to reduce physics calculation overheads. I'm going to try and optimize the physics calculations for the enemy AI further and see if I can and make sure that off screen assets aren't being rendered to further help, after that all I can do is cap the spawn rates but it's designed to scale exponentially so that would be unfortunate to do.