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Everdown's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #6 | 3.952 | 3.952 |
Replayability | #9 | 3.333 | 3.333 |
Visuals | #10 | 3.238 | 3.238 |
Audio | #10 | 3.095 | 3.095 |
Overall | #11 | 3.341 | 3.341 |
Innovation | #12 | 3.095 | 3.095 |
Fun | #14 | 3.333 | 3.333 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Takes a wee bit to get used to and the controls are a little fluid. but the push mechanic is a good addition.
The audio fits with the theme very well but the track isn't looped which is a bummer.
I noticed the layout is autogenerated so definitely replayable.
The visuals and theme were done well. Simple things like character movement on landing worked well. I would have liked the egg sack to show damage though.
overall it's really good. Major would be the mana. I just ran out.
Very fun game and love the theme. Can take a few shots to get the repel mechanics down, but once you have that it's so much fun. The music is spot on as well and the animations when shooting the spiders are so satisfying. Good replay value on this design.
This game can be addictive - still trying to master the the repel mechanic. It's challenging, but not too challenging and figuring out what to do is easy. I really enjoyed playing it. I did run into one issue when I made it to level 2: after falling through the trap door, there was only one way to go and it was off-screen. I fell all the way to the bottom but couldn't see my character and couldn't move at all.
Thanks for playing, good to hear how much you enjoyed it :)
Sounds like you found the super special secret level - nah, that shouldn't be possible as the tiles around the outer edge shouldn't be removable or even considered during level generation, so there's a bug in there somewhere, I've not seen it happen before so well found!
Post voting I intend to make it so that the player can see the level seed, which would make it easier for me to recreate bugs like this.
neato. I was very confused when I fell down a shaft and couldn't get out..... and then I read the instructions and learned about my favorite mechanic, the blast thing! I like the map generation a lot as well. Props to you for creating all of the assets in such a short window of time! The music doesn't loop (I got lonely/sad when it stopped) but this is a super easy fix. great job!
Thank you for your comment, glad you had fun with it :)
One thing I was itching to change after the deadline was the rushed instructions screen, it was done at the last minute and I even forgot to mention space is jump!
There was going to be a map pickup that, if found, would show you the whole area and where the key is. It would have shown much more clearly the 'web' layout but , despite implementing about 90% of it, I had to drop it at the end. Post-voting I intend to put it back in :)
Heck yeah, the map seems like a solid idea. I had a lot of fun with the jam version and I’m excited to see the post jam version with these additions!
The game is actually fun and it can be challenging if you don't use your mana wisely! I liked the idea of wall jumping. I dig the art work and animations, especially when you die lol. The music can get a bit annoying but at least you can mute it in the options menu. Great work and cool game!
Thanks for playing, glad you enjoyed it :)
There's a bug where the music doesn't loop, so in your case it's a feature ;p
Magic man plays plinko into the evil spiderverse.
I've seen a lot of people saying that the mana regeneration is too slow and that mana potions too infrequent. But rather than repeat that, I want to use it as a chance to explore why people might feel that way. Using math. It might get a bit rambly but I think I have something interesting to say about it.
Disclaimer: I say math but there's not actually going to be that many numbers I promise. This isn't going to every resource called mana or even all resources. There are games that break what I'm about to say. I'm mostly just saying to have a think about the numbers you put in your game.
Anyway.
The first component is how much of the resource (mana) you have. M
Next is the amount regenerated on its own in a minute. R
Then you have how much mana you're expected to use for weapons in a minute. C
The cost is defined as how many [S]hots to kill an enemy * [m]ana per shot * how many [e]nemies could a player reach in a minute
So, together we have
if M / (-sum(all_costs) + R < 0:
If you're here, you're running out of mana faster than you think you should be. Your character's been running on fumes for what seems like minutes but the game keeps throwing enemies at you. But you keep pushing forward because the alternative is to just sit here? It's tense at first, but at extremes boredom can overcome caution.
else:
Otherwise you're here. The promised land. The game begs you to shoot lasers everywhere. And you can deliver. Your mana does run out after a while, but it comes back pretty quick so it's usually available whenever you see anything to use it on. It's great at first, but at extremes why even have the resource? It's basically meaningless.
M / (-sum(all_costs) + R = ?
The number that we're looking at is the time it takes to run out of the resource. If it's positive, it's almost always available for use. If it's negative, your player's going to run out sooner or later and that can cause friction between the game and the player. The player wants to go, but the game says "no."
We can use this number to guide the level design. If you want to have 12 minute cycles where there's a tense battle at the end where you have to use everything you have to succeed, I'd try to get that number close to 12. Higher if you want the game to be easier, lower for more difficulty.
If you're expected to run out of mana every 5 minutes and have to regenerate over 2 minutes and then you make a 15 minute section of your game, the player's going to run out of mana at least 3 times. That's six minutes of just waiting for the game to say "go ahead." I say at least because we're using perfect numbers. If there's accuracy involved, expect your costs to be higher.
But what if we take that 15 minute section and cut it into three 5 minute sections. Then add some kind of interlude between them where the resource recharges. I would argue that would create a more streamlined-feeling 15 minutes of gameplay. The player isn't left feeling like they have nothing to do but wait.
And the interludes don't actually need to be checkpoints, though they can be. You could have upgrades that recharge mana when acquired, a cutscene before a boss battle, or potions that recover the resource. But they need to provide enough of the resource to get the player to the next recharge or again, friction.
To add any of those to the equation, just use basically the same aspects as cost. resource gain * uses per minute * found per minute
So in the end we have
max_resource / (-sum(all_costs) + sum(all_gains)) = MinutesUntilEmpty
Not exactly complicated math, but I think it's neat to have a think about. I don't feel like anyone should do the maths on every single interaction with this method. You'd drive yourself mad. There's a lot of guesswork involved and it's heavily dependent on playstyle. It's probably better as something to keep in mind when designing games.
Anyway, just explaining a thought I had. I hope someone finds it useful.
And sorry about the wall of text.
TL;DR: If you use more mana than you gain, you run out.
Thanks for your well thought out comment! I can't tell but I hope you enjoyed playing ;p
I agree there's definitely a curve you could plot for a given set of mechanics that you could use to tweak when the game is intense vs those moments of rest.
I really just made the mana regeneration about 1/2 or maybe even 1/4 what it needed to be, it was intended to still allow you to rebound but make firing a bolt something you needed charge for and so think about before using constantly. Periods of waiting for the mana to charge should have been shorter but I hoped it would give moments of intensity as you're hoping another spider-person doesn't drop near you.
What I would say is one of the problems with devving for a game jam is that you play your game over and over again as you go. You eventually get 'good' at your own game mechanics and when it comes to tweaking you can accidentally make it harder for new players as you're actually tweaking it to give YOU a challenge again. This is especially true of a Roguelike, as there's often a mechanic that is intended to be learned by the player for them to practice and improve on. Post-voting I might tweak it so the starting point is easier, as well as increasing the mana regen.
Yes, sorry, I did enjoy playing. Got a bit carried away there.
Good points about difficulty. It can be tricky in jam games, given how quickly everything can change.
The Spider Death & Damage animations are great, and the spinning particle effect around the potion pick ups is really cute.
Good job! :)
Thanks!
To be honest what took the longest was the Spider-people's walking animations, too many legs!
Pretty fun game, the art was solid. I would say maybe be a bit more generous with the amount of mana. But Great Job!
Thanks for playing :) Really appreciate your comment as this was the first time I've done the artwork myself.
The mana regeneration is a bit stingy and is something I'd like to tinker with post-jam.
Like the others said, movement could definitely use a rework. Having no air control made things way harder than they should be.
I enjoyed using the repel magic as a wall-jump, but the execution felt too random at times. Sometimes it works as I'd hoped, sometimes it launches me sideways, sometimes not at all.
And a minor thing I disliked was the fact that Mana potions were bound to Q and Health to E, even though Health appears to the left of Mana on the HUD.
Thanks for playing! You are absolutely right about the QE thing, I see it immediately now :'(
The repel is a bit difficult to master, though there is air-control it is maybe too subtle.
I really like the idea behind this one! The movement is much floatier than I'd prefer, and as mana is required to destroy the nests, I feel the amount of mana provided by the potion is a smidge stingy. I ended up falling past some early nests, and ran out of mana entirely before I could destroy the ones I could get to. I think you've a really solid premise here, though, and I'd love to see post-jam adjustments!
Thanks for your comment. I'm glad you liked it and it's a fair point about mana, it does regenerate but I think I made this too slow to really help. I do plan to do some re-balancing after the voting period ;p
Cool drawings. I like the idea of finding a key to open the next area....but i didnt like the movement....I kept falling when i didnt wanna. Unable to get back up. after a while it became a bit....frustrating. But none the less, I still think it's a cool game.
Thanks so much for playing :) First time doing the GFX myself so glad you liked them!
I was hoping it wouldn't be too frustrating, glad you enjoyed it though.