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Felt this fit the theme quite well.  Neat concept, fun little top down shooter!  I liked the sacrifice mechanic, forced you to take risks and if you could do more with the souls I think that would add a nice extra layer.    The soul gathering was satisfying - and emulated Vampire Survivors system (in a good way!)

I both loved and kind of disliked the dash mechanic.  I LOVED the effect of plowing through the enemies and seeing them kind of flip around...but the hit stop was a bit much and kind of made the pace of the game feel stuttery when I used it.  I'd remove the hit stop and leave the satisfaction of the state you put the enemies in - and allow more dashing.  Or, make the dash less frequently useable and introduce slow-mo , zoom and vignette to really dramaticize it.     These things are tricky to balance in a jam window.

The grenades had a nice explosion and camera shake...but i felt like they didn't do enough damage.  I get that this was probably to balance out how frequently you could get them - but as a limited resource attack it kind of subverted my expectations.  I also wasn't a fan of the hit stop. 

My overall suggestion on the grenades:  Make them harder to replenish (maybe you buy them with excess souls or some other risk / reward mechanic), up their impact (make the enemies really fly, lots of damage).  Remove or heavily reduce the hitstop, instead slow down time when they explode so the player can still control their character.   

Overall I really enjoyed the game and think you should run with the idea and polish it up even more!  I'd love to play more of it (hence the wall of feedback)  :)

Great work!!

I totally hear you on the hitstop, I may have gone a little crazy with it. Some of my playtesters raised the same concerns but I kinda let it go because it is the JUICE jam yknow? I agree with all of your points, I'll definitely see where I can fix it up after the jam closes, but the code is an absolute mess lol.  Thank you so much for the thought out critique, it comes wildly appreciated.

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haha I can 1trillion% relate to code being a mess.  I had to rewrite the transition system for sleep debt like...3 times.  My object orientedness could use some work, lol.  The entire game (except the opening) is housed in a single scene because I really didnt want to struggle with scene management and persistence in a webGL game (Last time i did, i had weird bugs).   I think a lot of people went ham with the hitstop tbf, haha.  It's def one of those things (like bloom and chromatic aberration) that are best when barely perceptible (unless you are going for something intentional).