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A jam submission

Twist HeroView game page

Made in 3 hours for Trijam #154. Roguelike where you must defeat enemies, but each run has a different twist!
Submitted by Nathcra — 2 days, 11 hours before the deadline
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Twist Hero's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#233.3333.333
How well does the game fit the themes?#253.5003.500
Audio#273.1673.167
Overall#353.0673.067
How much do you enjoy the game overall?#412.8332.833
Visuals#592.5002.500

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
3 hours exactly.

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Comments

Submitted

Great concept! The screen shake was a little distracting but the game itself was pretty fun to play! I clicked my mouse so many times trying to get those enemies away from me! Great job!

Submitted

Okay, first of all, too much screen shake. Way too much screen shake. It made my eyeballs hurt and my stomach's a little upset after playing it. Please use more discretion in the future with effects like this. There are a lot of people who will find a game like this unplayable. It's fine to play around with making your players a little uncomfortable, but it's important to know when to stop.

With that gripe out of the way, the core concept here is great. I love that there is a new twist every time. I'd love to see you develop this game more.

With the hope of seeing you develop the game into a full release in mind, I have a couple of suggestions.

It didn't seem like the health bar over the player reflected their actual remaining health. I would suggest retooling this so the bar is an accurate gauge.

The walls stop the player and the enemies, but not projectiles. Consider making the projectiles stop at the walls, or perhaps in certain twists they could even bounce off the walls and continue their trajectories?

Moving from room to room quickly became repetitive, due to there not being an overarching goal to reach for. Consider also randomizing the goals- "Survive X seconds without killing all the enemies (or without killing any enemy?)," "Reach the exit within X seconds," "Don't touch any of the walls," or "Clear X rooms in Y seconds" would all be good goals, in my opinion. At minimum, a counter of rooms cleared would help make the game feel like it had more of a goal to strive for.

The enemy types also became repetitive. Consider adding enemies that have other movement patterns, such as those that stay away from or kite the player, those that shoot projectiles, and those that work together to form an impenetrable wall the player must dismantle to proceed.

Overall, you did very well in this game jam. This is a strong contender for a top spot, in my opinion. Your core concept fits the theme well, and you managed your time wisely to complete a working and pretty polished prototype in the 3 hours the jam suggests. Great job!

Developer(+1)

Thank you so much for all the detailed feedback! I definitely agree with your issues with screen shake, and everything else you mentioned are great suggestions! I'll consider making a more polished release of the game with these things in mind once the voting period ends.

Submitted

I'm so glad to hear that you'll consider working on the game more!

Submitted

Hey there!

Having a randomized effect every run was a cool idea. The game felt a little too easy and the effect didn't really change the difficulty up at all nor impact it in any meaningful way. The screenshake was just a little too much for my taste.

But for me it hit the theme just perfectly and the gameplay was intersting too. Nice entry.

Developer

Thank you! A lot of other people are having issues with the screen shake. I'm going to make a release after the voting period to polish things like that.

Submitted

This game is quite fun and I enjoy the feel of the player movement around a lot. It would definitely be nice if there were some more progression (and less screen shake), but good game overall!

(1 edit)

Oh boy! I love games!

This game is totally playable and could be really fun! However, the screen shaking really doesn't make me WANT to win and gave me a migraine pretty fast. The visuals were pretty simple, I'm glad your game has audio at least! (Sounds AND Music! Not bad for a game made in 3 hours!) 

However, I don't really count "This game is a roguelike" as being a twist. I feel an interesting way to do it would be to change the gimmick each room rather than each death.

-R.C. from Duppy Games 

Developer

Thank you for your feedback! I totally agree. I didn't have enough time to expand the concept of the game being a roguelike. I will probably change it so that the gimmick changes more frequently also. Also, sorry about the screen shake.

I like the game and the music is great but my complaint is that the screen shake is wayyyy to much on shooting  and u can shoot through walls

Developer

I agree. I'll be fixing these issues in a post jam release. Thank you for playing the game and commenting!