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Rougehemist's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #5430 | 1.637 | 2.500 |
Presentation | #5527 | 1.528 | 2.333 |
Overall | #5667 | 1.491 | 2.278 |
Enjoyment | #5731 | 1.309 | 2.000 |
Ranked from 6 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 game is based on rolling a set of potion catalysts each run. All the catalysts have a quality, element and hidden power. These can be used to affect the characteristics of each of your shots.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
I liked the animation! I agree that shooting at the mouse might have been nicer, and I think maybe the range at which enemies notice you is too low. Still, it was fun! It reminded me of retro dungeon crawlers like the original Zelda. Nice work!
It's a nice game, I would like if I could aim using my mouse instead of the last direction of movement because that can be frustrating at times!
I do really love the concept, and the weapon not being centered on your character is actually kind of neat.
Yeah, I had envisioned being able to pick up a second weapon with more slots. I'm realizing now I dreamed much too big for being a solo dev haha.
I feel that! Even with our team of 3 we have issues with scope T-T. if you get a chance, we could use a few more ratings as well. Good luck on the rest of the jam! Looking forward to what you come up with next year!
Great concept with the random gem combinations.
I personally think the enemy spawning should get tweaked a bit. I found myself often sprinting past spawn points to not get one spawned on me and the enemies tend to build up into massive hordes. As you mentioned responding to VKChiuselli, the movement delay when shooting makes the enemies really difficult to fight.
If this idea were to be expanded I'd like to see the effects of the gems feel even more impactful! I think you have the basis for a super cool rogue-like game here. It kind of reminds me of things like Zelda randomizers.
Playing it now I agree, the spawn times are far too low. As far as expanding, I would like to add a chance for gems to have hidden powers that add more characteristics like explosions or piercing shots. The skeleton of that is already in the code. I would also like some sort of meta progressive that involved getting gems and ingredients home and brewing potions that gain effects permanently.
When I lose the game, it doesn't start anymore or no UI appear that ask me to restart the game. The player is a bit slow to move. The sprite of items and enemies are very good!
Yeah, I ran out of time for the final UI polish. I wasted to much time trying to fix dungeon generation, instead of giving up much earlier and just making a static floor. The player being slow is likely due to there being a slight pause when shooting, this was intentional but probably feels much worse than I anticipated