Really interesting gameplay, I really like how the number of spellcasts you have is also your life pool. Took me a little bit to get the hang of it though, since it's kinda tough at the start.
The art style is really cool, I like the kinda rough edges around it all, feels gritty.
Overall, great work!
Play game
NECRO7's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #55 | 2.910 | 3.455 |
Theme | #62 | 2.757 | 3.273 |
Controls | #65 | 2.451 | 2.909 |
Fun | #65 | 2.374 | 2.818 |
Graphics | #69 | 2.604 | 3.091 |
Accessibility | #77 | 2.144 | 2.545 |
Overall | #82 | 2.341 | 2.779 |
Audio | #85 | 1.149 | 1.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2.3
Wildcards Used
Dying helps progress
Game Description
Bullets are your lives
Source
Yes
Discord Username
Tomlav, KeK, Basta
Comments
I love the vibe of the game, I really think you did well with applying the theme here! It was a bit glitchy (I had it randomly quit on me many times on my mac). I wish you had some audio in the game!
An interesting concept to save the least. There's an interesting art style for it for sure, and a decent setup on top of that. Though definitely a confusing one even after reading the help area ingame and especially after reading the description... but some interesting ideas. I've definitely gotta say my favorite is the corpse explosion, though aiming for it was a bit of a pain and the areas were pretty cramped. As for some specifics tho:
- The death mechanic was interesting and the bodies were by far the most useful thing in the game. Though they did generally end up in weird spots and a little hard to aim for, I'm assuming since they spawned directly where the player was when they died. Which would've been fine, except that it did make it a little hard to aim for them to use them for defense. Especially due to issues with the firing.
- Speaking of issues with the firing there were a lot of situations where a bullet or two ended up being wasted because the.. "staff"'s head was in the wall and so the bullet was colliding with it. So maybe adding some sort of timer running for the first .1-.2 seconds on the bullet that tells it to ignore collisions with the wall could possibly help, or just making it ignore collisions with the wall in general. That way it removes the issue without having to rework the aiming code.
- A lot of the stuff in the game also seemed to be almost the same color, or at least using the same highlights which was definitely a little weird, since it meant that the enemies and the "turrets" specifically were the same color and definitely confused me a bit. Especially with the spawn pads... which definitely didn't lead to deaths by spawn pad
- The balancing overall also felt a little off, since the enemies generally took 2 hits to kill and the turrets took 2 hits to power, you could only power 1 turret and kill 3 or so enemies before running out of health. I feel like maybe increasing the speed or damage of the turrets could help balance that out.
Neat concept, took me a while to figure out what was going on, and I don’t think I really figured it out fully. Not sure how dying helps progress.
Could really benefit from a tutorial.
I don’t think there was audio, or was I missing something? The art had a special charm to it, I liked it. :)
I downloaded it and tried to play it but it was un playable for me (Linux version)
Hi Bastioner, unfortunately the windows version needs the .pck file with the .exe for it to run, which was not included in your post. I was unable to play your game. The game made good use of dying = progress. I liked lighting the torches and loading the gem thing. That was fun. Good job.
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