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A jam submission

Hope for the HomelandView project page

A short rougelite where every defeated boss brings you one step closer to the truth.
Submitted by TheImmuneCkay — 1 day, 18 hours before the deadline
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Hope for the Homeland's itch.io page

Results

CriteriaRankScore*Raw Score
Can't Wait For The DLC / Sequel#14.0004.000
Music & Sound#24.1254.125
Gameplay / Fun Factor#34.0004.000
Art / Aesthetic#44.5004.500
Overall#43.9003.900
Ready to Release for Money!#82.8752.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • I had an awesome time playing this game, and I think the only thing in the way of releasing it is that the story is not wrapped up yet. I love the progression between dungeon crawls that comes from helping the cook, and the balance between collecting materials and defeating enemies, along with the randomized dungeon layout, keeps adventuring from feeling repetitive. You should be proud of making this highly polished game, and I would love to see you continue and release it when you've added everything you wanted to! :)

Concept Jam Submission Link
https://itch.io/jam/greenlight-concept-jam/rate/2132173

Prototype Jam Submission Link
https://itch.io/jam/greenlight-prototype-jam/rate/2132173

Production Jam Submission Link
https://itch.io/jam/greenlight-production-jam/rate/2132173

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Comments

Submitted(+1)

Loving it!
Still wish attack wasn't X. Maybe the left mouse click instead?

Developer(+1)

Thanks for playing.

You can use 'O' and 'P' to dash and attack respectively. I just didn't have time to add in options to switch the display but it is listed in the controls on the itch page. I plan to try to get controller support working and plan to tackle add it visually in the game then. I could add left click to attack as well then. The one swap that I think you asked for that I forgot about was to add 'E' as an interaction option.

Submitted(+1)

It's shaping up quite nicely since the production phase. The additional sound effects and background elements gives it more life. The upgrades from the farm section was a pleasant sneak peak at what you have planned next, and fleshed out the village more. 

At the moment, the player needs to start the next run in order to get the next set of requirements. This isn't a problem if you already know what the next requirement is. However, the first time player must resort to starting the next run and hope that they collect the right materials. I think what would help in gathering items for the villagers is for them to be able to give you their next set of needs after completing their current set without having to start another run. This may be a non-issue once you become strong enough to carry a lot more, but this may also be helpful  should you decide to add more types of materials in the future as it would prevent unnecessary extra runs.

The additional text from the Chieftain that explains being able to drop items after the first run will be helpful to first time players, and is a welcome addition. 

I did encounter the issue where the game would hang on attempting to load the biome. This occurred 3 times, giving a browser error of Uncaught RuntimeError: null function or function signature mismatch: 

1. the first time that the issue occurred was when I interacted with the door in order to start my second run into the forest after I had completed the first run and also had my first conversation with Anansi; 

2. the second time it occurred was after I had refreshed the page and interacted with the forest door when starting my "first" run after the tutorial. 

3. the third time was after I had talked to Anansi 3 times, and had gotten all the upgrades from the cook. 

There's also something that I'm not sure is intentional: the forest spiders and their attacks can pass through the trees, whereas the player and bats can't do so. It feels inconsistent that only the spider and its attacks can phase through the tree.

Overall, the extra polish gives a clearer picture on what you're intending to do with the game, and now it is a matter of creating and adding the remaining content. I look forward to seeing what the other biomes are and where the story goes. Keep up your efforts! 

Developer(+1)

thanks so much for the feedback. I meant to remove the only one upgrade between runs limit. I initially added that in as an effort to prevent users from hoarding but I think that the limit gets the job done, so yes I plan to remove it.

My plan for the last sprint was to add as much as possible to tie in the story so I'm glad you enjoyed the additions.

I think the issues with loading the biomes is either coming from a threading issue or how godot handles making so many changes to the tilemap between the start up frames. I think I may have to change my strategy for map generation as I wanted the player to have the option to leave rooms without having to clear out all the enemies mainly so my husband and kids could enjoy the game without it being to punishing. I may have to change to more of a load a room at a time approach to improve the stability of the game.

Submitted(+1)

This is super great. The sound effects are spot on for this. The music is a bit repetitive but it fits very well. The sprite are all very adorable. The level generation works well to mix up the area when you re enter it. There are some small nit picky complaints that I have. Like when I attack and try to face another direction at the same time, the attack sound will play again immediately. Also that if I hit a spider web it will respawn and fly into me again. Those are little things though :)

I do however have one thing I really did not like, and that is the movement. I don't think you need the acceleration to be that drastic on the character. Also having it reset every time you change the direction of the character means that you'll get stuck when trying to avoid attacks. It also makes the character feel like he's on ice the whole time. And the same thing with the dash. It feels so gradual that it doesn't feel like it would be useful for dodging.

I would recommend throwing out the acceleration all together on the character and just have set velocities when moving. Otherwise this is amazing and I hope to see it become more.

Super amazing job on this :)

Developer(+1)

thank you so much for your feedback. The movement is definitely something I struggled with the entire jam. I worked the previous sprint to tone down the slipperiness of the player. This sprint I left it alone just to be sure I didn't break it too bad just before the end of the jam. I did add in a dash to give you a bit of speed to counteract the slower walking. Once the jam is over and I have more time I do plan to come back to the movement. 

Submitted (1 edit) (+1)

Once again, I still love Hope for the Homeland! I love the Chieftan's additional dialogue and the village burning at the start is horrifying! And as always Kibwe is adorable and I love him.  And I really like the addition of the spider webs, it mixes up combat nicely.

Great job on this one!