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A jam submission

Pest Control in the CryptView game page

Submitted by ChibiMango, Chiinox — 16 hours, 1 minute before the deadline
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Pest Control in the Crypt's itch.io page

Results

CriteriaRankScore*Raw Score
Playability#2584.0004.000
Artistic Style#4014.0004.000
Theme#6533.0003.000
Cleverness#7553.0003.000

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.

  • Nice game, it was very enjoyable to play. Would be nice to have the weaknesses showing some where and slowing down the very beginning to allow people to learn and adjust to the game. Then pick up speed later on. Graphics are very cute and ended up playing for a lot longer then expected!

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!
Pest Control in the Crypt is a top-down, rogue-like, strategy-based shooter where you use a combination of elemental-type advantages, items & a skill progression system to beat increasingly difficult waves of pests.

The goal is to beat wave 20. Every 4 waves, you gain an ability to help defeat the pests. After each wave, you get a shop where you can buy items to improve your stats.

Controls:
Select Potion Type - (1 / 2 / 3 / 4 / 5) or (A / S / D / F / G)
Cycle Through Potions - Mouse Scroll
Throw Potion - Left Click

Extra Notes
This our first game jam and game after dabbling with Unity a tiny bit. We're proud we made something that is playable, kinda challenging and maybe even fun!

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Comments

Submitted(+2)

simple concept and well executed, the diversity of paths offered a bunch of different strategies which is pretty cool. graphics were good too.

(+2)

Great game

Submitted(+2)

Great job on the art, visuals and game mechanics! Once I got the hang of switching it felt really good to play. 
I wish it was a bit faster though, both the recharging of the powerup (I know you can buy upgrades), and the enemies.

Besides that,  I had a lot of fun, really nice first game, it's  very playable! 

Submitted(+2)

Great game, cool mechanic with the different potion types. Awesome sound effects and music as well.

Submitted (2 edits) (+2)

Fun game. Wave bar blocks view a bit making it harder to see enemies.

Submitted(+2)

Very good game!

It's so fun to strategize where to shoot the potions and when. Music and art were also good.

This kept me playing for a while. Good job!

Submitted(+2)

Absolute gem of a game and I'd buy a full release of this. 

Real chill vibe that quickly becomes frantic and out of control when things heat up. The switching potions and trying to maximise your hits is a fantastic gameplay loop. The path choices at stage 5 add another cool dynamic to the game. The art is cool, the music vibes perfectly well with the game and it's just one of those games you can see yourself saying "well, one more run..."

The potential for the roguelike power ups is really good but right now they feel pretty inconsequential or truly amazing. So a run can be pretty lucky and get the right shop choices or be cursed with very poor options that don't add much.

Loved this game, good luck developing it further!

Developer(+2)

Thank you so much for the praise. The ramping tension and maximization was definitely planned on our part and getting the game feel right was important for us. 
I do agree that the shop can be really hit or miss, and while I think some randomness is good for the rogue-like formula, I agree bypassing that makes it more fun. We didn't have time to add re-rolls to the shop but I think that could help combat this a fair bit.

We do have plans of more features we could add and hope to polish this up some more!

Submitted(+2)

Figuring out the next bottles element is really fun. I constantly try to strategize, what to trow next at whom, and try to keep my mana at an comfortable point but not full while waiting for enemies to clump together more. Those plus the refill of mana from fallen enemies all play well together and feel like a good and well executed combination of gameplay mechanics.


- clicked accidantally on shop item after lvl was done because was spamming to shoot the last enemy that was getting sooo close and was out of mana.
-The "path of element" or what it was is cool, i picked the plant-stun.
-I want the element-pictures from the top-left UI moved right next to the mana-meter. Those are the 2 things I constantly check while playing
-Also make them go sideways, since the keys they correspond to are in a row
-thank you!

Good and fun prototype! Could have some additional mechanics and twists later for the player(/players(?)) and enemies as the game progresses or maybe different takes on the bottle/element mechanic as different game-modes/minigames. The boosts in the shop felt interesting and impactful.
Developer(+2)

Thank you so much for the feedback!
I am really glad that strategizing felt good, balancing the game feel was really important to us. I agree a lot with the feedback too (I also had a run where I accidentally bought a shop item from spamming to kill the last guy)

We have quite a few ideas about how to expand the game further and add more mechanics, especially branching a little more outside the potion theming.

I really appreciate you leaving a comment!