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Very good entry! I had a lot of fun playing it. I really liked the graphics, both in the spaceship and in the Vampire Survivors battle. It was a bit afraid when the game started that there would be a 45 minutes real world countdown timer and it would just be getting more and more stressful the closer I got to the end.

For the crawling bit, I don’t have much to complain about, except that the hover prompt was very fickle. Each area was unique and easy to navigate even with the limited palette and limited number of assets in the world. There was also really good design in presenting the treasure on the first level and leading the player to discover the secret without actually giving it away entirely.

But I got the feeling the game was a bit evil that you could accidentally almost progress through the level locking previous sections, which made the treasure hunt just a little bit unfair.

The survivors game was neat. I was addicted to vampire survivors for a while. Two things though:

Clearer indication of how much longer until next upgrade since that’s the most important thing.

And on the last encounter I think I finished all monsters before it ended or at least I couldn’t find any, and that felt a bit wrong for the genre. There should always be more monsters.

But I’m not at all complaining. It was really fun playing.

Here’s the video: https://youtu.be/D0w-xwDhgpU

(+1)

Thanks for the video, as always it’s super useful to see someone else play your game, it shows a lot of design flaws :)

45 minutes timer existed only in the narrative, yes. We were planning a timer (in world, on displays), but as the end of the jam comes closer we saw that it was an unrealistic goal and scrapped the time pressure (though 45 minutes is a long time for this game, so it would’ve been only a sense of time pressure).

Hover prompt was delayed by 1s, so you have to put your cursor on thing for 1 second for it to show up. I totally understand how it’s not intuitive and will probably make the delay super short, like 0.1s (when you’re not moving the cursor in this case). That was great insight seeing you using this feature and feeling the pain of how unreliable it worked :)

For the treasure part I had a thing on our list: “add a treasure counter which is visible all the time” which might’ve helped a lot. Plus not locking player in the second part of the second level of course and clearly showing where you’ll progress to the next level, so you can go back and explore for more treasures.

Yes, level indication (like in VS) would’ve been super nice! And for the last battle - there was a monster somewhere far away, he was pushed by other monsters and failed to get to you fast. I know in survivors monsters are usually just move to the other side of the screen and that would’ve saved us in this case too, but we ran out of time :)