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A jam submission

HellSpireView game page

An arcade-style roguelike.
Submitted by PRZ — 1 hour, 39 minutes before the deadline
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HellSpire's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#26563.3813.381
Audio#33372.9052.905
Enjoyment#50622.6192.619
Narrative#55882.0002.000
Creativity#70042.4292.429

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Going down the spire in an infinite loop.

(Optional) What would you like to be called if GMTK features your game?
PQ

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Comments

Submitted

Cool gungeon-like (as far as core gameplay goes) you got there! I personally didn't have issues with clarity during combat, and found the controls and game feel to be pretty good. I like the music and the full-screen messages if you just spam. Nice use of the theme, hope you keep working on it after the jam! Furthest I got was floor 14.

Submitted

its very hard and the trees are op

Submitted

I agree with other commenters regarding the lack of feedback on hits. Also, I think some SFX for the reload process would really go a long way

Submitted(+1)

Pretty fun game! The art looks good and movement & shooting were smooth as well.  One problem i see i dont get to know if my bullets are hitting or not, for that could have just done as simple as just change the enemy color when bullet hits that would be better also an automatic reload would have better than manual relaod. Overall you did a good job making this game. Keep it up! :)

Submitted(+2)

When you hit an enemy, there MUST be feedback. It is unclear otherwise whether I have hit the enemy or not. For a while I thought it was one hit kill and I just missed, until I saw the +10% damage perk.

It was made worse due to the rock enemies with red eyes, which I assume can curl up and become invulnerable. In the first room I entered, I had both of them as enemies, so it was even harder to tell. In roguelikes, try to make the first enemies you face should not have any twists. Their purpose is to make it easy as possible to learn to core mechanics.

Also, I would suggest not to make "positive" thing look exactly like "negative" thing but different coloured. I just walked into the enemy spawning after the first room, because it looked exactly like the perk. Now imagine if someone were colour blind, they wouldn't be able to tell.

Hope my feedback isn't too harsh, good luck in future jams.

Developer(+1)

Not harsh at all. Matter of fact, I prefer feedback like this. Of course, I can't edit the game during the voting period I don't believe, but I take all your points on board and will definitely apply them to my next game. Thank you :)

Submitted

Very fun! The art was amazing but I also feel like it may have stuck to being too "pixel perfect" leading the movement feeling and looking very jittery.

Another thing I might suggest would be some extra feedback when firing your gun, maybe something like some camera shake.

Submitted

Cool game

Submitted

The jittery player movement can get a bit dizzying, in an otherwise rather good game. The controls are good and feel smooth, though it felt a bit unclear if my bullets were actually damaging the enemy (they also blend with the background). Great job though!

Submitted

Pretty neat game. Plays and looks pretty good. A little on the hard side though, or I'm just bad xD

Submitted(+1)

Cool game with an interesting idea — I like it and really enjoyed playing!