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A jam submission

QUIKEView game page

A proc-gen alchemical roguelike!
Submitted by studiomaddie — 2 days, 17 hours before the deadline
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QUIKE's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#6533.0003.000
Cleverness#7553.0003.000
Playability#8043.0003.000
Artistic Style#16972.0002.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Wonderful time playing, the travel time of the potions took some getting use to but a fun challenge. The sound effects were a little jarring and may cause some to give it more of a chance.
  • I wasn't able to play this game very long. This is quite a unique situation where the game made me sick to my stomach when moving around. I took a quick break to make sure nothing else was going on, then tried it again. It was immediate. Might be the color blends from the top/bottom layers? Very sorry. I tried my best.

Did you include your Game Design Document as a Google Drive link?
Yes

Seriously... did you include your Game Design Document?
Yes

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

Tell us about your game!
Crushing enemies with potions.
Gaining upgrades to potions.
Level exploration.
WASD Move
LMB (HOLD) Charge Throw
LMB (Release) Launch potion to cursor.
You fight shadows with potions as a dwarf wizard!!
There are 3 levels and then it loops infinitely, high score game.
At the beginning the cutscene shows the player character fall into the dungeon with sfx.

Extra Notes
The levels are procedurally generated!
I had only a week to create the game :)

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Comments

Submitted(+1)

Super fun and challenging. I really like the enemy variety. Only complaint is that it says right clicking reloads, but it appears that it just empties the player's magazine

Submitted(+1)

Really hard but the sounds are super satisfying it makes me come back for more xx

(+1)

Bro this is amazing and really like that you made the sound effects with your mouth. 

The only downside I can say is the instructions give u the idea of how to play while ur being attacked. Could have it at the beginning before it jumps in which would be better and there was a point which the shadow monsters cornered me and I couldn't move at all. I think if u could phase through them like having their colliders on another layer rather then the same layer the player is on that would be better.

Developer(+1)

thank you!!^^ 


I tried to mitigate the cornering issue by disabling the enemy colliders for a few seconds after they damage you:) I’ll try to teach the player this!

I could definitely add a tutorial sequence!