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A jam submission

Duplicitous VampireView game page

Mini Jam 115: Noir
Submitted by Drewmanfu — 59 minutes, 37 seconds before the deadline
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Duplicitous Vampire's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#133.1823.375
Concept#193.1823.375
Enjoyment#212.8283.000
Overall#223.0353.219
Presentation#262.9463.125

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

Team members
Drewmanfu

Software used
Unity3d 2021.3.9f1

Use of the limitation
The nights can be reduced in size light and npcs are not always on or there the path to even get out of the first area might not even be passible if you are very unlucky. but you can pass the day to the next and should be fine to get past then

Cookies eaten
no cookies but potato chips

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Comments

Submitted

(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)

[testing the navigator version; I shall see the pause menu later!]

Nice vampiresque title screen music and background action! :) The game seems very detailed.

First line: some misspellings, you may want to check it later. ;)

Talking portrait for dialogue/monologue… Really lots of details for this game.

Interface for ending night also detailed, with selecting pseudo-rectangle… Stopping here raising those details, there are too many. :)

Controls are layout-independent, great! :) (I have an AZERTY keyboard) By the way, arrow keys are enabled, but only Left and Right apparently: Up and Down do nothing on my keyboard.

I think either letting the camera centred on the vampire or going towards the walking direction would help, instead of having it lag behind: it hinders viewing what is coming (especially dangerous lights).

Glad you made a line indicating when to come back! :)

I think a sound and/or a visual showing that light deals damage would help; I noticed only when I took two ‘hits’ (I was at 60 HP).

Ah, only saw "Upgrades" in my second run! (Searching for where to spend.) Maybe make the text a little less faint?

Oh, I thought you increased the max health, but in fact, you only heal, as you do not regenerate each night! :o I would have thought so. Makes the game way harder.

Agreed with PerIta Soft once again that the best strategy seems to be to merely go to the/a main street, and then wait. I think some INCENTIVE to explore would have been great! Like, things to find / little quests, short but dangerous ways vs long safer ways (even when taking randomness into account). (Ah, actually, the initial Day 3 line is an incentive to explore the back alleys! :))

As for the opening mouth: I think it is no problem, even vampires breathe, especially when running! X) And it is cute.

Is the Enter key really useful? I do not see any items… Maybe I should have explored? X)

I like how the Days 1-3 lines are like a progressive tutorial. :)

Still not seen a single one of those back-alley people… :o Are they far??

The lights are super dangerous, because the flickering makes them invisible for a moment, and this is compounded by the camera problem. OH MY, dying right after writing this because of such a treacherous light!! XD On Day 5. This is the end of my ride, but I wish I had seen those remote people…

Oh weird, during the game over panel, I get the vampire uttering the line about getting back to his coffin!

Takeaway: nice atmosphere (never played "Vampire: The Masquerade - Bloodlines", but makes me think a bit of it) and concept, with LOTS of details that went into the game. Use of the constraint is interesting! Although the fact that you need only to navigate to the main street makes it less visible; I definitely think that stronger incentives to explore would solve this AND add variety (the remote loners is a good idea, but I still think this is not enough to make players take the risk; I went looking for them once, and could not find them — then again, I may be a poor explorer XD). And also, just some more feedback against those gruesome lights, please! XD And some sounds would help give both indications AND life (!) to the action.

The game is already interesting and has the potential to be even more by solving these issues, I think; I enjoyed this little vampire time. :)

Developer

First I would like to thank you for the large and detailed review I noticed you are doing this with a lot of the game  thanks for your time and effort in playing my games and others.


figures that the one area I didn't spell check still had errors lol all well that is a easy fix. I never did add the up and down arrows to the input a well I am not sure why I didn't do that that is also a easy fix.

I do need to work on the camera I was messing around with it before the game jam time ended but was not able to get to a better place I will defiantly fix that.

As for sounds and such the character should change to a red colour when hit and there is a sfx but it so quite that if you have the music set higher then off or a few points on the lowest you can't hear it will try to fix that as well didn't have enough time for it you can't even hear the sucking sf well drinking blood sadly. 

I will make the coffin option a lot easier to see for me I had no issues because I knew it was there but I can see what you mean for sure though. 

I wonder if I should have the player regain all their health when they go to sleep probably a good idea thanks for pointing that out.


The enter key was just used to select items in the menus nothing else never got to add any items and such on the map ran out of time. 



the area circled are were the back alley guys can spawn. The map is probably to large to really make it worth running around maybe? they are worth between 50 to 200 blood each I'll probably change that to 100 -500 to make them more worth it. I wanted to add more npc types but run out of time making the sprites should have just used the first sprite of the woman since I made art for her walking in all direction could have had them walking on the side street less the the main but giving you more a reason to go explore the area.


The text showing up telling you to go back to the coffin when in the game over is something that i will also need to fix thanks I never noticed that well testing. 

And for the lights I should add a sfx to them when they are turning back on for the blinking ones good call on that because they get me as well if I am not watching them closely should have a humming sound when they are off so you know they are able to turn on again.

Submitted

I feel like either the map is too big, the guy walks too slow, or the timer is too short, because it seems that all i do is drag my ass from the coffin to the main street, it is almost time to run back to the coffin, and back again i go.

Every time i tried to play i died at the second time, so i suck it this game, but it was cute and well done. Although when walking downwards the vampire looks like it is gulping like a fish :).

Developer

the map is a bit big yes I do agree with that I did change the time from 4 min to 2 min for some reason before the end of the jam ended wonder what I was thinking on that.  As for the player speed you can increase the speed at the coffin in the upgrade option. Can increase your time as well there but time costs a lot of blood.  

Thanks for the walking down part I for some reason had his mouth on only one of the frames for the sprite sheet never caught that at all.

easy enough fix though. 

Submitted

Cool idea and good graphics, at first it was a little unclear what to do, but then I liked the game 

P.S carefully work with layers :) 

Developer

sigh I was getting to careless well I was making the map near the end was rushing to much. I thought I caught most of the mess ups with what layers I was using but thanks I'll have to fix that stuff after the jam voting is done.

Submitted

Hey, this is nice concept, and good art

Submitted

This was really an unique one. I really liked the design for the vampire and the gameplay mechanics