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The bone collector's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2497 | 3.000 | 3.000 |
Creativity | #3234 | 3.063 | 3.063 |
Overall | #3317 | 2.938 | 2.938 |
Style | #3893 | 2.750 | 2.750 |
Ranked from 16 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 and enemies scale proportionally to their health, makin certain corridors inaccessble.
Development Time
96 hours
(Optional) Please credit all assets you've used
Font : Pixelify Sans by Stefie Justprince (https://fonts.google.com/specimen/Pixelify+Sans)
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Comments
Really enjoyed the concept! Having low health most of the time made the gameplay more intense. I wish I had more control over the health of my character when needing to change size. The concept for the story was also cool. The different weapons also made gameplay interesting.
Thank you for your comment! About the controlling the size point, I wanted to add a buyable health potion, which would also bring some questions about inventory management, but I ran out of time (once again oops) ^^' I agree that the meta for now is just going through the whole thing on 1 heart and praying not to get hit
I think that the addition of the story added a lot to the gameplay of this dungeon crawler, and the fact that there are multiple types of enemies is a great idea.
Like you noted in a previous comment, if I had more time I would add more sound effects and music, and maybe add a bit more effects in general, like more effects when enemies are hit. There are good effects already, for example how enemies are pushed back when they are hit, which is a great effect, and the fire particles also look good, but maybe some particle effects when enemies get hit can also make the combat a bit more impactful. Great job, congrats!
Thanks for the comment!
There is a buggy, scrapped out version of a red blinking animation when hit / hitting enemies, but yeah polishing and balancing are two things that I couldn't do in time unfortunately
I really like the art and design of the game, its passageways are very cool as well as its enemies. Good game to pass the time.
Cool risk and reward balancing concept with size and health. The magic wand was a good feature, I got so excited when I got it that I blew myself up the first time I used it. It was funny to watch the wizards blow themselves up as well. Great job!
I liked ther lore , it gave me a sence of purpose when going in the dungeon.
The enemy spawning felt a little bit too random tho, and the lack of music and sound (not just me right?) made it feel empty alot faster than it could have.
I think you have a good game on your hands if you get to polish it some more!
Good job!
Yes the sound design must be one of the biggest disappointements for me, but I ran out of time ^^' But thanks for the kind comment!
having to lose health to fit certain places is a cool risk reward mechanic!
I really like how you used the theme for the mechanic of shrinking and growing in this game and used it to make certain parts of the level inaccessible. Really nice take on the theme! I wish the enemies died in fewer hits, but all in all a fun experience!
TIL not to use a magic wand in a narrow corridor... I died. :-)
I like what the "life == size" adds to dungeon crawlers. Very neat idea.
This was challenging but pretty fun! I love that both you and the enemies get smaller with less health, very clever. A small touch I’d love to see is if you (and the enemies!) got a little faster as they got smaller. Good job!