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A jam submission

Hell SlayerView game page

A demon-slaying themed action game
Submitted by Justin C — 18 seconds before the deadline
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Hell Slayer's itch.io page

Results

CriteriaRankScore*Raw Score
Technical Implementation#73.8333.833
Fun/Design#124.0004.000
Overall#563.2833.283
Music/Sound#822.9172.917
Theme/Limitation#833.0003.000
Graphics/Animation#1162.6672.667

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game implement the focus, Multi-Use?
Abilities can be augmented to make them work in different ways.

Team Size

Solo (1)

Completeness

Complete Game

What tools did your team use to construct the game?
Godot

Which art and audio did you / your team NOT create?
Music is royalty free.

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Comments

Submitted(+1)

You have a super fun idea here! It's almost like an idle game but with a movement component. The artwork was super cute, and even though the sprites weren't animated I appreciated the little procedural bobs and bounces and such. I bet if you did this for the player character too (maybe a little squetch as they move around?), it would go a long way!

Not sure if it's a bug, but I noticed the magic shots usually going in the direction my mouse was pointing, but sometimes they went off in a different direction.

I think you found a really nice difficulty balance here. I barely squeaked by on the Meadow difficulty, and I think I would need a few tries to beat the Hell difficulty. I love the "oh CRAP" moment when a big wave of bats spawns when you're at low HP xD

Had fun, great game!

Developer(+1)

I'm glad you enjoyed it!  

The Magic Bullet aims at nearby enemies, but if there are no enemies within its range (kind of short) it fires in a random direction. Of the enemies within range, it does sort them by distance but it only sorts the first 5 and then picks the closest. It was a preemptive optimization, because I wanted to avoid potentially sorting 100 enemies by distance. 

I'm glad you found it balanced. The wave spawner was written on the last day so a lot of my precious final hours were spent tweaking the levels instead of adding other polish.

Submitted(+1)

The game was fun, and there is a lot of variety in the weapons and upgrades.

The art is nice but fairly static.

For some of the upgrades, the higher levels seem inconsequential.

There should have been some deterrent for enemy clumping, especially with the slow slimes.

Submitted(+1)

Nice entry! I really enjoyed music, maybe a bit of polishing to the animations would add a lot to the game.

Submitted (1 edit) (+1)

beat both levels on my first try! 457 points on meadow and 864 on hell also i did not realize that i could just buy points until the  end lol and my pc was also dying due to a thousand enemies moving around with me just circling around them (also circle blast, sword and smite are the best weapons) nice game!

Developer(+1)

Yeah, I was developing it on a reasonably powerful PC, so I have no idea how poorly it runs on mid-range or low-end hardware. My PC can handle around 400-500 enemies before I get any kind of frame dropping, so in the game I capped the number of enemies at 200. I was hoping that would be good enough for most people.

I'd say Magic Blast and Smite got the most use while I was testing. Magic Bullet is really good if you get it to level 5, especially if you combine it with the projectile upgrade.

Submitted(+1)

This game was really fun to play!!

Submitted(+1)

I like this genre anyway and you made the most of it. It works really well and there is enough variety to keep it interesting. The replay loop is bang on. If I had to give feedback it would be it needs more juice. Loads of juice in fact. I don't think it could have too much juice. Maybe I should drink some juice?

Submitted(+1)

I love Vampire Survivors, so I had a blast playing your game. Really well implemented and shows tons of potential! 

Congratulations :)

Some feedback:

  • Try to generate a WebGL version too, this will increase the number of  people playing and rating your game
  • Add a UI bar that shows how close your are to the next level
  • Add SFX and animations, this will not only make the game prettier but also improve player feedback
  • Make it crunchy / add some juice  
Developer

The original plan was to only release it in the browser, but unfortunately I had an issue at the last minute and didn't solve it before the submissions were due. It worked out, though, because the game actually runs poorly in the browser and I wouldn't have had time to optimize it. Next time I will try to make sure I test the web build hours before submissions are due, but I say that every time. I was in crunch mode for the last 2 days of this project and still ran out of time.

The rest of your points were also just things I planned but didn't have time for.  I saved sound for last and never got to it. The XP bar would have taken me 20 minutes, but while I was testing I realized that the levels come so quickly even near the end of your run that the benefit wasn't enough to justify prioritizing it over more important things. And I was working on critical features until minutes before the submission deadline, so I didn't have time to add more player feedback and juice.

Thanks for the feedback, and I'm glad you enjoyed the game!

Submitted(+1)

Enjoyable game!

I think it's quite hard to add something new to the formula of these kind of games but your idea of augmenting your spells or abilities is pretty cool. It could be a bit more intuitive like letting me choose which spell or ability gets augmented, but I really like the idea and what you could do with it if the enemies had resistances or special shield so would need to tinker around to find a working set of skills/abilities and augmentations.

The art style is pretty nice but it needs more polishing and feedback, the general direction thought is pretty nice.

Some parts of the music (the heavy ones) were also pretty fitting. Some sound effects would be nice.

Overall pretty enjoyable. Great job!

Developer

My original plan was to allow the player to toggle any augmentation on any ability they had, but my concern was that there is likely an optimal augmentation for each ability, and adding the RNG would keep it more interesting by preventing the player from always being able to just go with their favorite. That's also why I only have one augmentation option per level.

I agree that the whole game could be more intuitive. I was watching Vimlark play it and in his first run he kept choosing more augmentations instead of levelling his abilities to increase his damage. It would be easy enough to pick up after a few runs, but for jam games very few people actually play for that long.

Thanks for the feedback, and I'm glad you enjoyed it!

Submitted(+1)

Makes sense. Balancing is a real pain in the butt in such a game and having an guaranteed perfect build would make it too easy and not interesting. There needs to be some "chaos". With a little more polishing I wouldn't mind playing it more. But I also spend an unreasonable amount of time playing Vampire Survivors. :D

Submitted(+1)

The Names Of Our Game Are Soo Simuler xD

Submitted(+1)

This was awesome! It could use some more polish (sound effects, animations, etc), but I am sure implementing all of these mechanics took up a lot of your time so it's really great for a game jam submission. I also appreciate that you leaned into that "unpolished" feel by giving your upgrades quirky names like "Shield of Shielding" it all gave me a great laugh. I think there could be some balancing done with some of the attacks. Overall I had a good time playing!

Developer

Haha, yes. If you look at the submission time, the game was submitted 18 seconds before the deadline. So that explains the lack of polish. I was still working on the important stuff right up until the last minute.

I way over-scoped, and I was in full-blown panic mode a day before submissions were due. 24 hours before the deadline I was looking at my TODO list, and I did the math in my head and realized I needed to start cutting a lot of the features and polish I had on the list. 12 hours before the deadline and I still needed to build the entire wave spawn/level system and make the 2 levels I had planned, including the art assets. 2 hours before the deadline and I still didn't have a main menu, level select screen, win/lose screen, etc. The art for the main character was a stick figure until about 20 minutes before the deadline.

But even with all of the problems I see with the game, I am pretty happy with the result.

Submitted(+1)

I liked this entry and the upgrades felt great. I could tell you got some inspiration from vampire survivors and really implemented it well. I think a bit more animations on the characters, enemies and attacks would really sell the look of this game. I definitely understand it can be hard to animate all those assets in a limit time frame though. Really great job!

Submitted(+1)

Good concept

Submitted(+1)

Pretty nice concept! And a pretty balanced difficulty increase! Just wanted to mention that the upgrades should come faster, since the game gets hard quickly. The art is ok, and the music was a great choice! Really fitting!