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A jam submission

Silex: Head for the HillsView game page

made for dungeon crawler jam
Submitted by commonwheat (@commonbleat) — 4 minutes, 51 seconds before the deadline
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Silex: Head for the Hills's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#902.7583.154

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
it incorporates the ancient ruins setting cuz it's set in an ancient ruin
i tried to add some of solitude with you being alone and isolated with the short backstory but it's too short
and cosmic horror hardly but i did try to do a bunch of spooky stuff but with the end and some the feel and such

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Comments

Submitted (2 edits)

I liked the visual story telling of the cutscenes.  Very endearing artwork.

The combat was pretty good.  I've been playing so many turn-based it took me a while to realize I could make evasive manoeuvres. 😅

Though I never got the hang of fighting the electric bugs.  The timing was too tight to rely on sprinting, so I just brute forced them and healed up.

I also couldn't really find a use for walking.  Maybe there wasn't one.
And yeah, it could'a used some sound, but you do what you can in the time-frame.

Charming game overall.
Playthrough:

Submitted (1 edit)

I escaped to the airship! Short and sweet, the movement, art, combat etc are all well done an polished. Although I found you could mostly avoid combat altogether and just rush around trying to find the door and at one point some of the enemies just froze and stopped moving.

I think this could be improved with some sound and music, IMO this goes a long way even if it's just basic public domain stuff. There could be more, like abilities or traps and puzzles to fully flesh out the experience.

Submitted

I loved everything about this one. The attack animation is super satisfying, the UI is good, movement feels -really- good. The mobs were a bit tough until you learn how to attack-kite them, although I still ran the special powered-up version of them. Potions were plentiful so I feel the difficulty was balanced. Managed to escape to the air ship. 

Very well done!

Submitted

Despite no sounds, it is a very effective and polished game.   I love the art style.  I love how the items you get seem to imply other, better items to come.  It's potentially a great start to an epic game.

Submitted

The best part was the interface, very beautiful and it even has a paper doll equipment system, cool. Shame, that there ist no sound, but at least you have some red flashing for hit feeback on the enemies. I wish there was something, when the player is hit. The gameplay is solid and smooth, but the map is very uninteresting. But at least the threats escalated a bit from level to level and small thinks like the purple signs texture at the ceiling near the end. I think with a bit more time, this could become something really cool.

Submitted

Finished the game!

Great art style in this game, I like it! Nice color scheme. Also super liked the UI. General gameplay feels good. It just takes some time to figure out the combat mechanics, but once you do you should be able to avoid all attacks. Once an enemy locked in the pathfinding I think and was stuck on same square without moving or animating. 

The narrow lines in the walls made the rendering look strange an unclear, maybe an issue with vsync, actually don't know whats causing this, but it tears somehow?

Movement felt solid. And yeah sounds and music would improve the experience.

Great work!

Submitted

I completed the game, ended up sneaking past most enemies during the 2 last levels.

I think the steps are a bit small, 17x11 is how I see half a floor rather than a single room. However since movement is fast and good in the end it did not matter in this game anyway.

The UI's good, the game controls well and every part of the game look good, especially the dagger animation. Combat is fun enough, I simply could not resist the incentive to preserve hps which is why I avoided enemies from a point. I like the layouts of the different levels are actually different.

This was a fun entry, thanks for sharing.

Submitted

Nice! Love the Art and the little UI you done. You manage to vary the level with only 3 wall/ceiling/floor texture which was smart. The idea of speed in a crawler is an interesting one, because it can really affect dodging projectiles and attacking.

The movement felt a little floaty, and it would have been cool if you added a little stutter or shake or slow down on each step, to convey feeling that you walk "steps". Rooms and corridor are also a bit too wide/big for my taste, but on another hand, if you made them smaller, I would have gotten lost without a map.

Nice job on the game!

Submitted

My main problem with the game is that monsters attack way to fast, it is almost impossible to avoid to get hit. The only way to do so seems to be attacking when they are still in the middle of their "moving to the next square" animation, which is also extremely short so this method is not very reliable as well.

For anyone with less than perfect reflexes this is hell.

Stylistically it is nice.

Submitted

I enjoyed the art a lot, actually. And inventory looked quite nice too. Using potion on "left" with "right" click was a bit odd at first, but easy to get used to. 

Panic with "take potion, put in hand, chug" while running around from two empowered things was nice :)) Sometimes mobs do bug out with just staring at wall, but overal game was smooth from start to end.