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A jam submission

Spreading CrimsonView game page

Submitted by Krozjin — 2 days, 7 hours before the deadline
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Spreading Crimson's itch.io page

Results

CriteriaRankScore*Raw Score
Playability#1004.0004.000
Artistic Style#4693.0003.000
Cleverness#8762.0002.000
Theme#9352.0002.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Pretty neat little game but I struggle to see how the theme is prevalent here.

Did you include your Game Design Document in your downloadable files?
Yes

Tell us about your game!
The game takes place in a procedurally generating dungeon. Defeat enemies and make your way to the boss. The enemies will drop pools of blood on death.

If an enemy picks up the spreading pool of blood, they get stronger and bigger, and the difficulty of future enemies will also increase. You can however pick up the blood pool yourself with Q (Full control list in the Tutorial section in the game). This will boost your own damage and heal you a bit. Your max health will also increase if the amount of health would put you above your max.

Enemies also have a chance of dropping small orbs that will fly to you when you're close to heal you a bit per orb, as well as a small chance to drop a powerup that you can pickup with F. You can see the full list of powerups and what they do in the tutorial section in the game.

There is a score system when you play to see if you can get a high score. New rooms, defeating enemies, and absorbing blood will boost your score, while letting enemies absorb the blood will reduce it. You also lose points when you pick up powerups and slowly over time. So if you want the highest score possible then you have to make some sacrifices. Or ignore the score completely and play how you want. :)

Did you remember to include your Game Design Document?
Yes

Is your game set to Public so we can see it?
Yes

Extra Notes
The game sprites are currently only left / right orientation but the plan for the final version is to have a full 8 directional sprite system for animations and combat by rendering 3D characters to 2D sprites in a similar method to how Dead Cells did it. This will also allow to have a more robust action system and faster combat.

The game definitely needs faster combat and that will be achieved once I have the animations to go along with the 8 directional 3D to 2D workflow. At that point it can also start to incorporate verticality into the environments as well. As I did this solo I just worked with what I had.

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