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(1 edit) (+2)

Heya! Finally got around to your game after requesting feedback on stream - if concept is worth working on it more?

I think its entirely on how much you think you can take the idea in new and interesting ways. The inspiration to Vampire survivors is obvious, but given the restraints of a Game jam, its missing some of the hooks - Permanent unlocks between levels, direct item interaction and combinations that let you break the item rules, way too many unlockable characters that each have their own level-ups and level pass-trackers on a range of maps that are better and worse per character - Just so so so many reasons to keep coming back. 

But the other thing is you need to work out how to still be a step different than vampire survivors - the timing and sequence idea is cool, but vampire survivors is kinda already on this system with its internal, hands-off cooldowns. Maybe the way the world or character moves can also be a part of this sequence? Lean into this idea more, simplification is better here

That said, this game is a stunning work of art for the gamejam time given - don't let this feedback take away from the incredible idea, artwork, music and execution - Legitimately impressive and you guys should be proud! 

Thanks for the feedback! 
The direction we're taking currently is mostly about the interactions between spells, what we have currently is the disco ball that can burst into flames and explode, which incentivises the player to use them together. I want to add as many interactions as possible that favor placement : for the speakers, i'd like them to stay for one loop after landing, with the possibility of being pushed by other spells, turning them into deadly projectiles. It could also cast a sound wave if some electricity passes through it, deflect lasers, etc... Imagine what could happen when firing a laser on a disco ball!

We had a merge mechanic in mind that would allow to level up two similar cassettes by merging them, and create fusions of two spells (that usually just throw the two spells at once, but some combinaisons could turn into new spells). We cut the feature due to lack of time but it might add depth to the spell system.

And I agree, the game would definitely need a meta upgrade system in a form or another, wether it's unlocks, permanent upgrades or both.

I don't know how to do it yet but I agree having more gameplay bound to the rhythm would be great! But I don't want to turn it into a rhythm game, I like the fact that the player doesn't need to do his input in rhythm