Play Toil
Toil's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Special Feature Implementation | #48 | 2.857 | 2.857 |
Theme Implementation | #49 | 2.857 | 2.857 |
Gameplay | #54 | 2.286 | 2.286 |
Overall | #56 | 2.393 | 2.393 |
Visuals | #57 | 2.714 | 2.714 |
Fun Factor | #60 | 2.214 | 2.214 |
Audio | #86 | 1.429 | 1.429 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
The player and the witches can do necromancy and the Weapon of the Player is a needle.
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Comments
The game is fun but I think it is a bit rough. Whenever the enemies hit you it lags like crazy, and I don’t really understand the necromancy mechanics. I understand it spawns some allies, but why do you change size?
Thank you for playing and giving feedback. when the enemies hit you I slow the game down to 10% by setting Time.timeScale to 0.1f because I though it looks cool but everyone is saying it look bad and jarring. You getting smaller or larger when you spawn allies because I through it will add depth to the game and prevent the player form spamming space (the cooldown is I think 5 seconds).
This is a pretty cool game! I love the gameplay and especially how you chose to implement the theme. I like how the characters are droplets (or look like droplets), I feel like that goes very perfectly with the needle.
A few suggestions though— when the enemies collide with the player, things seem to get slower a bit. Also, when you start the game, you start straight inside the level. For games with action, like this one, it's a good idea to start off with a game menu or splash screen of some sort. It's also hard to tell who's your enemy and who's not after using necromancy, I noticed a difference in their heads, but having your teammates as a different color than white would stand out more.
Overall though this is impressive for something made in a small amount of time, this game is fun!
Thank you of playing and giving feedback. When the player collides with the enemy I slow down the game and add screen shake because I though it look cool and to make it clear that the play got hit.
Where were you play the game in chrome, Firefox, Windows or Linux, Because I did add the Title Screen there is even a Screen shot of that on my game page.
In my first draft the spawned skeletons (I intended them to be skeletons and in code they are even called Skeletons, but they don't look like skeletons) had different color accents but that look ugly so I changed that their hats were different but that is not noticeable enough so I will change that in a post Jam version.
Thank you again :)
I apologize about the title screen, when I reload I see it there— I must've clicked on it unconsciously the first time, sorry about that!
As for the enemies, I can totally see why coloring them might fully take away the skeleton look you were going for; another option would be to outline them with a color.
I wish you the best of luck with this jam, I hope your game places high!
Hey, cool game. The artstyle is simple yet effective. I liked how enemies charge at you when they are near, that's a great touch. However, when they did that, it caused the game to lag until they've stopped colliding with me. Performing necromancy by spawning friendly units to fight for you is a mechanic I liked too. Some kind of feedback or UI indicator for sprint and necromancy would be great (unless there is one and I've missed it).
Also, the linux version of the game had a folder labeled "DoNotShip", I dont think you need to upload that.
Thank you for your feedback and playing the game. The lag is just me setting Time.timeScale to 0.1f and layering camera shake. I though it look cool. All your other feedback is 100% thing that I missed and I will add that to a post Jam version.
Thank you for downloading the game as well.
Nice game, the gameplay is fun, more feedback and challenge could be an improvement.
Thank you for feedback :D
Nice game, I liked the core gameplay, dodging and hitting enemies feels nice.
You can spawn enemies by pressing space bar, is that intended?
The lag when getting hurt by enemies feels a little jarring, also, I recommend adding more juice - things like particle effects, sounds and screen shake can really go a long way.
Well done overall.
Thank you for your feedback, by hitting space you can be necromancy yourself (not spawn enemies) they will fight the enemies for you. I was going to add a cut scene / tutorial and add juice (which I have done in other games of mine) but I didn't find time for it trying to polish the core gameplay.
The lag is just me reducing the Time.timeScale to 0.1f with screen shake. I though it looked cool, but it might look a but jarring (also when ever you hit enemies there is a little screen shake).
Thank you :D
Hoo, I get it. cool actually. you can add the space bar to the controls section on your game page. Finding time for polish really is hard, but its good that you thought about it and even added a little. Good job!
Thank you :D
Cool game! The visuals were very nice and had a fun little loop. Nice work!
Thank You for Playing and rating the game.
Hi! I like the cute art style of the game and the interesting movement of the weapon! It was quite fun to dodge the enemies while running around whacking them with needle. The game did become a bit laggy when the enemies clipped into my player character which made it a bit hard to play when there were a lot of enemies (not sure if this is an itch problem?) I think the level layout is well designed. I think one small change which could improve the experience might be to add a counter of how many enemies I killed so there is some sense of progression in the game? All in all good work!
Hi, Thank you for playing the game a giving feedback, your feedback sounds quite I might add that in a post Jam version, on my computer didn't lag on native builds probably a itch problem as itch is limited in how much processing power is has.
Nice Work
Nice little entry.
The art was cool. I do wish I knew the goal of the game at the forefront. Was I supposed to kill all the red things, or just try and survive? I wasn't sure. I think added a bit of a narrative at the beginning, or a clear goal would have kept me hooked for longer.
Nice work though.
D
Thank you for your feedback and playing the game, I did know that game needed cutscene but I was not sure on how I would implement that and I though it was quite obvious that you needed to kill all the witches (the red things). Next time I will make sure to add a cut scene to my games. Thank you :D
I don't think it needs a cut scene, even just a sentence at the top... "Kill the witches before they kill you" would've been enough for me. Nice game though.