So, there was a solid concept here. Light is both your health and your bullets. Every shot was dangerous.
Enemies came in fast and hard. And you had upgrades.
But, due to how much light there was, it never came into effect. And the lack of enemy variety meant that I kinda got used to the game extremely quickly which took away a bit of tension.
Some upgrades were interesting, but after a certain point I just became immortal. Only way to die was getting stuck by enemies (I recommend for this genre, turning off enemy collision with the player so the player doesn't get stuck), but that never happened. Maybe a nice timer to give the player a winning condition too.
Also books and enemies got stuck at the "wall"? Alot? Meant there was alot of pick ups I couldn't get. And pick ups came too regularly regarding said books.
Honestly though, if you adjusted some things and added some more unique book items, there's a strong idea here. I could see myself running around trying to fire at every enemy I can to find some healing. Make that more brutal and you got a real high degree of tension with the game. Goodluck with the rest of the jam.
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Wizard in the forest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #31 | 3.545 | 3.545 |
Enjoyment | #39 | 3.182 | 3.182 |
Overall | #51 | 2.977 | 2.977 |
Concept | #68 | 3.000 | 3.000 |
Use of the Limitation | #92 | 2.182 | 2.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
DuxDevGames
Software used
Unity
Use of the limitation
If you run out of ammo/light you die and light books is the only way to get upgrades
Cookies eaten
56
Comments
The DPS build I made was pretty fun, it reminds me of some of builds I had the most fun with in Holocure, one of my favourite games of all time! Neat Survivours-like!
That being said, after a while I just... wasn't picking up upgrades? They stop the flow of the game dead on its tracks, giving me more stuff that I had in order to deal with the same enemies as before.
I don't know if I'm saying anything that other people haven't said here. Maybe an original thought I could add is, you don't necessarily need to remove the many books on the floor. But instead make it so that you select a "loadout" like in Survivours, and then everything that drops afterwards gets autopicked, doesn't stop the gameplay, and buffs your entire loadout by 0.1. Something like that.
Good job, was very enjoyable despite the flaws!
Fun vampire survivor-like shooter game. The card description is a bit too hard to read. Also there are too many light books on the ground after a while XD I think this has a good potential for full release if you improve the mechanics and also add more enemy varieties!
Very fun game! I do think the font and typography choice is kind of unreadable especially during play. The post-processing and game design + upgrades make it very fun and satisfying to get more upgrades and kill things but after a certain point I just clicked the colored ones and I didn't have to put too much thought into it. I also do think you could experiment with making it more difficult like with more enemies(enemy types), difficulty modifiers, snowballing mechanics, etc.
Nice game!
Not sure how to die, we’ve just been chilling like this for a few minutes. The upgrades are way too numerous, where at one point I was having to mash click just to be able to move because there were so many of them piled up.
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