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A jam submission

AbbayeView game page

Surreal Vs-like game at the end of Time
Submitted by Teluri — 18 hours, 58 minutes before the deadline
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Abbaye's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#4682.6672.667
Overall#6052.5562.556
Originality#6242.5242.524
Presentation#6532.4762.476

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What do you like about your game?
the UI art. but as a 1st godot game im just happy about everything tbh

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Comments

Submitted

I really liked the gameplay mechanic and how it is implemented, it is really creative and fun to play with. The artstyle and sound effects are great and make the game feel much greater. What the game maybe could use is some more indications (for example how much health you have or on what block on the spiral you are). The UI looks nice and is easily understandable. Great game :)

Developer(+1)

thanks a lot! for the health and xp i tried doing a diegetic ui with the character color and the crystal color but it ended up not being noticeable ^^’

Submitted(+1)

I like the idea, the art for the enemies is simple but they're kinda cute lol, they have a charm to them. It would've been nice to be able to control the direction, but once I understood what I was doing it was pretty nice!

Submitted

loved the idea of this game however the art could of had a little bit more touch to it, over then that It was fun to play and i loved it :D

Developer(+1)

thanks! yeah, i realised at the end that while individualy the sprites where ok, it was just not working together ^^'.

well, i guess i know what to improve for next jam

Submitted(+1)

wow, what a nice spin to the bullet heaven genre, was pretty fun! loved the spiral node system, ordering your attacks to give some kinda of control to the automation is such a cool idea, allows the player to be able to understand and plan out their attack coverage based on their planned out intervals, super neat! i feel like the weapons are useful during different parts of the game (pulsing pain for the very beginning, burning rage for early to mid game, and corrupting sight for mid to late game)! late game has that classic vampire survivors thrill where you can just clear out waves upon wave of enemies, feels super satisfying. wish there were statistics at the end to show how many enemies you were able to kill, would have been a neat touch! also wish that the movement speed was a bit faster, the move speed slows down the general pace of the game by quite a bit.

the art is pretty nice too! i like the character sprites and the enemies, they look very fun! the exp shards especially have that eye-catching rainbow color that begs you to go near it! also its nice to have diegetic UI to relay player information (like how the health is based on the player color, or the level up gauge is based on the center gem color), but in a game like this where its a numbers game i think it would be better to show exact values (maybe an toggleable option for this could work?). also a gauge to somehow show where you're at in the spiral execution order would be great information!

really fun game, i could see this idea getting expanded into something bigger! great work!

Submitted

I really liked buffing the fireballs. The random direction of the projectiles became satisfying when you level them up significantly.  I also like how stronger enemies start spawning the higher level you become. It would have been handy to have some kind of an ability for situations where you get completely swarmed, but I guess that's why you gotta pay attention where you are moving. Overall pretty good!

Submitted(+1)

Oh man, this was pretty fun -- the Vampire Survivors recipe has really great progression loop and even though the gameplay was relatively simple it still feels really satisfying to level up and take out hordes of npcs. Like other folks said the socket system was pretty neat. There were so many slots I never ended up playing tetris to fit my abilities, but appreciate the extra control I had over when things triggered (maybe visualizing the spiral in an in-game HUD would give the player more intuition about what's firing when). And maybe the spiral could also affect the direction of the attack, based on the direction your facing? Also, I think the movement could have been a bit juicier (maybe tilt the character in the direction you're moving, and add some particle effects or something?). Nice work on your first Godot submission, though! :)

Submitted(+1)

The socket system was a cool mechanic -- combine a puzzle with equipment system to get stronger. I also liked the enemy designs, but I wish I had more direct control over my abilities and would've like to see more variety in enemy behavior. Good game!

Submitted

It's a bit too slow, and on top of that, I didn't understand the socket system and how to properly aim, it felt like it was shooting randomly, but I liked how the entities turn grey as their health decreases. Anyways it's your first godot game, so keep up with it and you'll eventually make this out :D

Submitted

spiral socket system is interesting, would like to see what else can be done with it
I feel like attack direction was a little too random - it makes game kinda hard and slow at the beginning
I like enemy designs - although they are have similar colors, it's easy to distinguish them
Good job!

Submitted

Not a fan of vampire survivor games in general
Found the character slow, and thought things were not really intuitive (thought the dirt was a wall)
The game started freezing a little after a lot of enemies

The socket system is interesting, and you can distinguish the enemies rather easily, which is nice

Submitted(+1)

Nice game, runs well even with what looks like thousands of enemies on screen which is nice, the spiral mechanic is neat but I think could be fleshed out more, there's some depth to that system (Reminds me of noita wands) but in this demo its not really that important the order you do stuff. I like it in theory though.


Fun game, I never played vampire survivors but seems like you've implemented their winning formula pretty well, nice work!

Submitted(+2)

doesn't have an extremely hard tutorial - 0/10


lol, but fr though

i feel like the idea for the whole socket system is very interesting, it takes aspects from roguelike combat that people enjoy, like synergies, and simplifies them in a way that is easy to program

a more developed form of this system could really bring a lot of diversity on how the player develops their build

however, the execution of it was very poorly done, the game is extremely slow on basically EVERY SINGLE ASPECT

you start with no ways to defend yourself, which is not a problem in a gameplay standpoint since you aren't being attacked by anyone, but it surely is a problem in an engagement sense as it makes the first few minutes of the game AGONIZINGLY slow

that coupled with the slow as a slug movement, no way to aim your attacks, no music(i'd say if you're not gonna have music just don't add SFXs either, 'cause then the lack of a soundtrack is so much more apparent) and zero curse variety makes this game a very stale experience

there also isn't any sort of xp bar, health nor a way to regain health which doesn't give the player any sense of progression

the only thing that really progresses as the waves go on is the enemy variety, but at the end of the day they are just pixels on a screen that move toward you, you probably should have spent less time making a lot of enemies and more time adding stuff that actually changes gameplay, like curse variety, as there is no point in making a bunch of enemies if the player won't be engaged enough to get any further than the first minute of gameplay

Developer

harsh but i completely agree
i was realy scared to make it unplayably hard and really wanted to have the difficulty curve start low, but i probably overdone it :/

i see where you're going with your hard tutorial tho (im waiting for a easy mode to your game :p )

Submitted(+1)

The socket system is very interesting, it was like a wrench thrown in my expectations (in a good way).

Submitted(+1)

I am not super familiar with vampire-survivor likes so take any comments with that knowledge in mind. The movement pacing seems slow, but I guess you had to make it that way so the mob speed seems appropriate.

The gameplay itself isn't frustrating and the progression scaling seems good. I also like the socket thing, although it isn't super intuitive to understand (might be be a me problem though).

I like the mob concepts, really fun art and design there. I also really like the homescreen effect. would love to see that incorporated more as/if this evolves.

Congrats on the release! Godot ftw

Submitted(+1)

Let's goooo Godot devs ftw

Corrupting sight is the best skill, I don't make the rules. I really like the art style of your game, especially the enemies! They look ghostly and a bit fungi-like? If there's an ending, I wish I was skilled enough to see it but I did manage to get far enough to see a lot of the bigger enemies. It's amazing how much character you were able to game them through just shapes! I also really like the protagonist's design haha.

Gameplay wise, it's fun! I'm a huge fan of vampire survivors-styled games so it was easy to pick up and understand.

I wish there were some exp or health indicators, just so you know whether you're on the brink of levelling up (or dying). If there is an ending, a timer would also be nice to have to know how long you should survive for!

Overall, a great first Godot game. You should be very proud of yourself :)

Developer

Thanks a lot ^^
tbh balancing was hell, each curse were far above at some point x)

oh also,
-the character become grey as you lose life and the crystal become purple as it fill with xp,

-there's no win ^^ , it just goes as long as you can hold (15min of waves then it repeat the last)

Submitted

Ahh okay, got it! Ignore me then, I'm just blind HAHA

Really fun game!! Gjgj :D

Developer

nah its easy to miss dw ^^