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Lynn

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A member registered Mar 24, 2021 · View creator page →

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(33 edits)

Gameplay 

Fight to your last breath as the blood king in this all-out, fast-paced blood bath!

Exsanguinate your enemies, expend your reserves, and spill your own blood if necessary.  

1. Harvest - Gain 4 blood from killing an enemy.
2. Expend - Spend 4 blood to attack.
3. Pay in Flesh - When blood is insufficient, attacks cost health instead.


Controls

Left Shift  - Change Stance (Melee ↔ Ranged)
Left Click  - Primary Attack
Right Click - Special

Melee Stance

Primary Attack

Blood Slash
Costs 4 blood.

Special

Parry
Deflects projectiles and blocks melee attacks.
Costs 2 blood.


Ranged Stance

Primary Attack

Blood Bullet 
Costs 4 blood.

Special

Blood Bath
Teleports to the cursor and unleashes a powerful area attack.
Costs 12 blood.


Feedback

Feedback is wanted on combat and game feel.
Feedback on upcoming features and bug reports are greatly appreciated!

Planned changes are known bugs listed on the game page.


Credits

A game by Adeline Cervera.
Assets by Penusbmic.

Thank you for visiting!

(66 edits)

Vein Glory  

I'm looking for feedback on Blood King : Vein Glory, a fast paced, top-down survival horde game where you play as a hemomancer and blood is your weapon!

I'm primarily looking for feedback on combat and game feel as well as thoughts on upcoming features, but all thoughts are welcome!

Gameplay

1. Slay enemies to drain their blood.
2. Use blood to attack...

or health when in a pinch!

3. Slay even more enemies to drain even more blood!

Stances

Fluidly move between stances to access a whole new set of abilities!  

Melee Stance  

Blood Slash
Close ranged primary attack
Parry
Deflects projectiles and blocks attacks

Ranged Stance

Blood Bullet
Long ranged projectile
Blood Bath
Teleports to the cursor and unleashes a powerful area attack


If the game sounds exciting, you can play it here -> Blood King : Vein Glory

Thank you for reading, and have fun!

(3 edits)

Vein Glory

I'm looking for feedback on Blood King : Vein Glory, a fast paced, top-down survival horde game where you play as a hemomancer and blood is your weapon!

I'm primarily looking for feedback on combat and game feel as well as thoughts on upcoming features, but all thoughts are welcome!

Gameplay

  1. Slay enemies to drain their blood.

  2. Use blood to attack...

or health when in a pinch!
  1. Slay even more enemies to drain even more blood!

Stances

Fluidly move between stances to access a whole new set of abilities!

Melee Stance

Blood Slash
Close ranged primary attack
Parry
Deflects projectiles and blocks attacks.

Ranged Stance

Blood Bullet
Long ranged projectile
Blood Bath
Teleports to the cursor and unleashes a powerful area attack

If the game sounds exciting, you can play it here -> Blood King : Vein Glory

Thank you for reading, and have fun!

(12 edits)

Hey, thank you so much for your feedback — it helps a ton!

First, I've updated the description to reflect the full control scheme.

Left Shift  - Change Stance (Melee ↔ Ranged)
Left Click  - Primary Attack
Right Click - Special

And I also adjusted the verbiage of the credits section so that it's more clear this was a one person team; the second person listed in the credits created the premade assets.

Have fun playing other games — I hope you can give this one a second try! ˶ᵔ ᵕ ᵔ˶

(1 edit)

I think the style, aesthetic, and fundamental gameplay are all really charming! I think there's definitely a really fun game to be found with just a bit of polish since you definitely have a nice base to work with. I had fun finding different ways to cheese the superior, and dancing around hordes of enemies definitely felt really satisfying!

This is really creative, and it's really cool to see you showing off what you made to the world despite not finishing since there have been way too many times I've not submitted (or even posted) games I've worked on because I was embarrassed of the fact they weren't "good enough". That's something I regret a lot, and taking pride in your work is something I deeply respect as a result of that. I think the direction is really great and interesting, and I hope you can figure out a fun direction to take it!

Gameplay took a bit for me to get the hang of, but once I did it was felt really great! The movement felt precise, and I always felt in control, and that if I made mistake, it was on me rather than the game. I would be really curious to see how the game would feel with just a touch more polish and a new level or two since I think it's already quite fun as is.

Great theming, creativity, visuals, and gameplay! Despite amounting to essentially a highly polished walking simulator, I had an absolute blast while playing! Even though a couple jokes here and there took me out of the experience for a moment, I thought the writing was exceptional and you did a great job building tension throughout. Death being an opportunity to escape was really well done, and I just want to thank you for not jump-scaring me since I don't think my poor little heart could've handled it. 

Really nice visuals and scene setup! I think this is a great first start for a project, and with just a *bit* of polish here and there and some interesting level design, you have a solid base for a platformer game. Best of luck with future projects!

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The writing is really funny, and I loved being in the shoes of Satan, and I completely woke up and chose violence when I was playing. Really fun overall, and I 100% got the bad ending

Story is really enjoyable and funny at the right  moments. I think the spite work is chef's kiss, and the enemy and player animations are phenomenal — the designs are so unique. While the movement is a tad floaty, I do think there is a lot of potential in what you currently have.

The simple little digging mechanic was surprisingly fun, but I think what stands out to me the most was the story writing. Reading every bit of dialogue is what kept me hooked to keep playing. Seeing children buried next to their parents, fathers next to daughters, was surprisingly touching, and I appreciate that serious moments were allowed to sit for a moment. 

That said, there are some really great moments of Levity (like the Butt brothers) that help the game feel light despite that macabre nature of the game. 

If you plan to make any changes, I really wanted there to be a special ending for collecting all the items as well as little through lines in the story, and the audio is a tad jarring. Great work on everything nonetheless.

The simple little digging mechanic was surprisingly fun, but I think what stands out to me the most was the story writing. Reading every bit of dialogue is what kept me hooked to keep playing. Seeing children buried next to their parents, fathers next to daughters, was surprisingly touching, and I appreciate that serious moments were allowed to sit for a moment. 

That said, there are some really great moments of Levity (like the Butt brothers) that help the game feel light despite that macabre nature of the game. 

If you plan to make any changes, I really wanted there to be a special ending for collecting all the items as well as little through lines in the story, and the audio is a tad jarring. Great work on everything nonetheless.

This game was definitely... an experience, so I certainly can't feel misled. I'll definitely have to take that advice from Mr. Lynch since I've definitely forgotten far too many good ideas for my liking.

(1 edit)

The art is fantastic; writing, clever; and style, just wonderful! A really enjoyable game with a lovely aesthetic that makes me want to know more about the world. 

The art style is honestly fantastic. It's simple but undeniably unique and cohesive. Plus, I really enjoy these types of mechanics in puzzle-platformers — nicely done!

(3 edits)

The name entry screen was really enjoyable. I went with CyanCorvus1, but I really wish I could've been Lynn, Destroyer of Worlds: Eater of Souls — though, I first tried to name myself after a 'crow' or 'raven', which seems like it should've worked. Honestly, the opening name bit was actually really funny (a part of me was definitely hoping the entire letter was going to be one long title). Other than that, I quit after failing the first trial one too many times (and yes: I do fail the chimp test, so jokes on me). You used the tools you had at your disposal very resourcefully, so I think this project shows a lot of merit despite its simplicity. Best of luck for future games!

Thank you so much for sending this! It was exceptionally informative to see a live playtest, of which I've already taken notes for improvements and adjustments to make in the future. 

That's so awesome to see you've still been working on the game! I'll make sure to give it a try, but do give me a poke ping in case I forget!

Hello! Thank you very much for taking the time to comment! Unfortunately the web builds crash on play, but I'm hoping to get them working some time in the future. •ᴗ•

Happy jamming! (૭ 。•̀ ᵕ •́。 )૭

This is a really cool remake! I hope you continue to work on it~ (˶ᵔ ᵕ ᵔ˶)

A couple things that I immediately notice is that the text, and other GUI elements, don't scale properly when played in full screen, and it'd be nice if the borders on the side filled out to be the wooden background, even if there are no game elements beyond the center of the table. 

Really faithfully done; I love seeing remakes of this underrated gem! •ᴗ• 

This game was truly made by bald men

(2 edits)

Seems like it could definitely be a fun game! The graphics are simple, but nice and the UI is quite polished; I only have 3 suggestions for the game's visuals: (1) Certain UI elements use the default Unity font rather than the more appropriate pixelated font (2) The background tiling could be a little bit smaller, otherwise it makes the player look tiny, and I'm not quite sure that's intentional (3) The player is on a lower sorting layer than the tileset, meaning the player will often clip into walls or ceilings.

As for gameplay, I wish I could scale the platforms by holding 'WASD', rather than having to keep tapping in the direction. The use of cinemachine was good and felt dynamic, though, the way the player's jump is right now, it feels a bit too high and a bit too quick, and whips the camera up in a way that feels nauseating. I'd potentially recommend a jump that uses forces, rather than setting the velocity directly, which at least I think is the current approach. 

Other things I feel like are a bit too slow and sluggish; having to wait a full second to move each time you fire a beam feels like it could be a tad faster and having to switch between two separate beams is a bit unnecessary, especially if there isn't a good reason for it. Maybe you could just hold shift to shrink the platform, and let go to increase its size? Finally some check points would really be appreciated, since having to redo 5 minutes of progress is not the most fun thing in the world. 

I definitely would want to play this game again as changes are made and improvements are done! I don't have a lot of time to work on my own project at the moment, but I have time to chat here and there if you need help with anything in Unity or want more feedback! Also, apologies in advance if this comes across as being overly critical, since I'm not sure what kind of comments you're looking for, but I will at least say there's a lot of very good technical work being done -- it just needs a little polish and tuning in overall game feel and game design! Looking forward to any updates!  

Heya, thanks for giving the game a try! I'll look into adding  support for trackpad, since the game was made with mouse and keyboard in mind, though if you have any suggestions, I'd like to hear more about what exactly felt difficult and what would feel best when playing on a laptop!

Let me know if there's anything in particular you would like feedback on for your game, and I'd be happy to give it a try!

(11 edits)

Hello, thanks for stopping by! We're continually updating this game, adding polish, addressing issues, and working on introducing a story! If you experience any issues or have any feature requests, please share, and be as critical as possible, as it really helps out, and there's a very high likelihood your feedback will make its way into the game!

Thank you so much for your time -- if you're interested, feel free to check back after the jam for any updates!

(9 edits)

Hello, thanks for stopping by! This project is currently on hiatus, but share your experiences and ideas nonetheless. Check back soon.

The pieces will snap to the correct position when they're placed in the right spot, which starts about half an inch from the frame.

Important: If a piece won't fit perfectly into a place that it should, rotate the piece 360 degrees (1 full rotation) before placing it down, and that should fix the problem! Enjoy despite the minor bug!

Let me know if interested for the video, as I ended up recording it! Reaching this highscore would have been a bit more challenging without a little bit of bug abuse and exploiting, which you might be interested in patching, if you plan on working on the game more

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Definitely my favorite of the jam so far, it's just entirely so much fun. Reached a high score of nearly 5k, if anyone is willing to challenge, Devs included! 

High-Score

Great music!

This game was really fun! Made it wave 74!

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Really fun game! It's got a a great art direction and a cool aesthetic. I generally agree with commenters that there shouldn't be a time limit, that way players decide when they're ready on their own time, since I think players will keep playing so long as they're having fun, which I definitely was! It's really cool how we ended up going in similar direction with our games, except yours has way more polish added onto it! Absolutely lovely!

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Really fun when it works! Satisfying, great sounds, nice movement, if not a little floaty, but definitely fun when you get into the flow! Also, let's start a leaderboards! My highscore is 129!

(2 edits)

Very well done! Controls worked really well and being able to beat the whole game without needing to move my hands off the keyboard was a nice touch! The only bug I encountered was the camera zoom sound wouldn't stop playing.

Definitely a top contender, great idea and great aesthetic!

(5 edits)

Quick note: The pieces will snap to the correct position when they're placed in the right spot, which starts about half an inch from the frame, but, as noted by some commenters, there's a bug in the final version where the last piece sometimes sometimes won't fit perfectly!  Enjoy nonetheless!

(2 edits)

Quick note: A win condition and multiple levels were planned, but unfortunately didn't make it into the final build on time. Think of this is more of a technical test than anything!

(1 edit)

Pretty neat concept! Switching between 2 different controls schemes for 2 characters definitely takes some getting to use to and I kept forgetting the control scheme, but getting the in flow felt good! Though whenever I forgot which keys did what or had to switch to using the mouse at the end of each stage, did break a little bit of that flow state. 

The game's aesthetics look overall quite nice! It's got a neat cohesive visual style, though I wasn't quite sure if there was an underlying theme with some of the visual motifs.  

Also, this is minor, but I wish the characters had more appropriate names, since I kept forgetting which one was Bob and which one was Joe. Maybe something like X-Ray and Yankee, coming from the Nato alphabet, would help in remembering!

Fun beyond that, though admittedly I'm not too much into puzzles, I did enjoy it for the short time that I had played :D

(1 edit)

A lot of fun! Swinging from rope to rope, is definitely the most exciting part, and just goes to show that grappling hooks do make every game better. 

I really like the dynamic of building your own level combined with the Foddian gameplay; you can make the section more challenging by building less platforms in order to save silk, making your inevitable fall even more disastrous, but being able to catch yourself with a well timed web shot keeps you engaged while falling. I ended up using only single tile platforms on my playthrough, but I had so much silk to spare, that I never felt rewarding for doing so. 

Swinging and climbing feel really great, but I wish the player's side to side movement was a little bit tighter, especially when just the tiniest bit of movement can spell a long fall down! 

Something I would really like to see in the game would be more ways to use silk; even something simple, like assigning points for using less, combined with a speedrun timer, would add a lot of replay ability to the game! 

Overall really fun and really nice job!

Really fun when it works! Both the player and the level being able to change in size was a nice twist, though I didn't realize you could grow bigger for a longer part of the game than I would like to admit, but after that things were pretty fun! 

The things that stand out to me most are the physics being a bit floaty and the lack of checkpoints, since I found myself having fun and getting into the groove with puzzles, before dying and losing all my progress, which ended up being a bit frustrating.

In all, my high-score was 23/69 screws. To pay my compliments, the aesthetics and overall visuals are really pleasing; the puzzles and alternate routes are interesting and fun to explore; and the mechanics fun to play with, although not as snappy as I would like. Nice work here! 

Of course, I am just glad I was able to witness the birth of a modern day classic before my eyes. I appreciate this simple explanation of tracks 5 and 6, as, for the sake of focusing on the adventurer's story, I wasn't quite able to delve into their meanings, and I didn't want the uninitiated thinking they were completely irrelevant to the rest of the story (just that they aren't fully necessary to understanding the overarching plot). Though, in the case of track #11, a detail that even I didn't quite catch, is that the events of track #11 actually occur during the adventurer's time as as the Hiker. This alone adds an entirely new depth to the story, and ties in the idea that the fish itself is not evil, posing the interesting moral question of whether or not it's right to remove the fish at all. If we keep this detail in mind, we now know it was the fish who was able to change the adventurer's outlook on life: allowing him to regain his confidence and eventually become the hero who saves the town from the Dragon, and subsequently the world from the Demon. It also seems like the towns-people and the fish both have a common enemy, and, learning from the mighty adventurer, are going to unite and work together to fight the Demon, as you have teased a little here (though, this has the optimistic assumption that the towns-people are wise enough to do so, so I'm most interested to see what happens in this regard). 

Keeping all this in mind, I'm very curious (and very excited!) to see how everything turns out in the next installment, notably how you're planning on tackling the moral-quandary of the fish (as we now know it's not simply a disease to 'cut-out', so to speak, or an enemy to rise up against, but, at potentially even, a way of life that can be embraced) and we will see how the towns-people are able to respond to such a situation. I am very much looking forward to what you have next! Best of luck, and I hope lightning (such as this) does indeed strike twice.