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A jam submission

IndividuationView game page

Join Sabina's journey through the alchemy phases of the mind.
Submitted by Pedro Fonseca, Paula B., Rodrimaro, revi_ta — 12 hours, 39 minutes before the deadline
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Individuation's itch.io page

Results

CriteriaRankScore*Raw Score
Cleverness#2274.5004.500
Theme#2334.0004.000
Artistic Style#3284.5004.500
Playability#7193.5003.500

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.

  • For one, I really love the story and concept of this game. Taking the approach of alchemy and emotions is a unique interpretation that I enjoy. The controls need some work to improve the combat experience. The challenge wasn't really in the enemies, but the controls themselves in how difficult it was to even attack and avoid damage from them. I think using a mouse for directional attacks would improve the combat experience. Overall, the story is great and I like the concept, but could use some optimization.
  • The story and art are great. Would have liked some more potions and sigils for the alchemy aspect, they felt more like an after thought. Having one be riskier then multiples with different uses could add some more to the game. I really am excited to see this game developed more and how the story will continue!

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

Seriously... did you include your Game Design Document?
Yes, as a downloadable file (google doc in google drive) and the link is also in the description

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

Tell us about your game!
Individuation is a 2D rogue-like game where players control the main character, Sabina, as they navigate through various levels, defeating enemies known as "Shadows". The character uses projectile attacks to combat these enemies and can occasionally utilize different upgrades purchased from the in-game shop using earned currency.
The current prototype features four distinct levels (maze and open rooms) and a boss room. Players must successfully navigate through these levels, overcoming obstacles, traps and enemies, to ultimately face the final boss of this phase. Defeating this boss allows progression to new, further phases.

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Comments

Submitted

I love the lore, gameplay is nice! But I died too quick hahaha couldn’t find way not to

Submitted (1 edit)

the action felt close because of the zoom level, i think this is a lean-in or lean-out kind of choice for the game design, lean-in might mean designing more surprise/horror mechanics with enemies jumping or lurking out of darker shadows, lean-out might mean designing a zoomed out survivors/shooter style gameplay. i think adding more strategically diverse or flavored upgrade options early on would be good too, it gives more player agency and makes players want to see how their strategy works out.

EDIT: i forgot to mention the psych horror vibe was cool and i think the idea of a last ditch high risk treatment as gameplay could give a lot of room for surprising mechanics

Developer

Hey!
Thank you so much for the feedback, really appreciate it!
We'll be making some improvements over time and update this once the gamejam voting is over :)

Submitted

Loved the psychological aspect of the story and the way it's presented, my feedback would be to being able to aim with the mouse, maybe make the upgrades also focus on the strength of the character (like being able to double shoot or shoot faster and do more damage, also the last upgrade saying hp +10, I had no idea how much of an impact +10 hp is would be nice if it showed a percentage increase like hp +200%, as a player I then have an easier understanding if I want to focus on upgrading it first or not). This is more of a personal choice, but I would zoom out the camera a bit, because sometimes when I see the shadows or enemy bullets they come on the screen faster than me reacting to them which leads to kinda an unfair feeling (I love the character sprite and I understand the decision to make it more zoomed in (to see the sprite better as well) as that does make each encounter with the shadows more threatening if I am not playing cautious and just running around). Either way I think you guys have something really unique going on with this one <3

Developer(+1)

Thank you so much for the kind words and the amazing feedback!