There's a lot to like here. I love the Doom movement speed. The confined space and dim lighting are anxiety inducing. The treasure feels balanced (maybe it isnt idk, but it feels ok). The combat is very shallow and i could see you taking it one of two ways. Either lean into the horror vibe and make the monsters much stronger, possibly even one shotting the player, or brighten up the setting and focus on feedback and diversity in combat. If the enemies aren't going to be much of a threat, they should at least be fun to thwack around. If it were me, I'd try for the latter. Good game.
Fun Base Alpha
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Pros
Nick: A kidsy vampire survivors with couch co op is a million dollar idea. Not sure why we haven't seen it until now. Sounds and overall theme are very endearing.
Ryan: Its cute. its fun
Cons
Nick: Screen gets very busy with all of the telegraphed attack warnings. Most weapons feem so outside of my control i essentially have no agency at all. the orbs were easy to use and it would be nice to feel that way about any of the other attacks.
Ryan: In a game with pursuing enemiesm its surprising there is little to no crowd control abilities. May be too many enemies as the game progresses.
Wishes
Nick: More characters. Couldn't figure out how to do dual controller instead of 1 controller, 1 mouse + keyboard.
Ryan: No additional wishes.
Pros
Nick: Cool core mechanic. Controls well. Screen information is easy to parse even when things get hectic.
Ryan: Art direction, character design.
Cons
Nick: Game does not adequately present how it 'wants' to be played. Design does not appear to do anything to make the retracting part of attacking discoverable in a way the player will easily see and retain.
Ryan: Too much downtime between shots. Pace of play.
Wishes
Nick: Mouse controls for menus
Ryan: powerups
Pros
Nick: Lovely art and music. Novel and engaging variation on the tower defense genre.
Ryan: ARPG elements.
Cons
Nick: Levels are dense to the point of feeling crowded. Not enough set up time between wave or at the start of the level. Especially true if one is just learning how the game works.
Ryan: Pace of play is too fast.
Wishes
Nick: Some kind of digestible "these are your characters and what they can do, these are the enemies and what they do" kind of armory/bestiary files in a pause screen.
Ryan: Scroll wheel to select appliance.
Pros
Nick: Concept is pretty easy to understand. Lots of diversity in game objects.
Ryan: I like fishing.
Cons
Nick: Tough to puzzle out how to actually play at the start. Insta death with little feedback feels like the game freezing when it isnt.
Ryan: Took a lot of unnecessary deaths on the right side of the screen because of mines spawning in.
Wishes
Nick: loose string fishing line physics
Ryan: i wish it was easier to snag the treasure chests.
Pros
Nick: Good atmosphere, Gunplay is adequate, thorough map ui stuff makes it easy to get around
Ryan: Fast travel.
Cons
Nick: Most text is unreadable for some reason. Enemies respawning as I loot a room with no warning is, as they say, " :'( ".
Ryan: Enemies have too much health. They should have 1/100th as much health as they have now.
Wishes
Nick: Quick heal button, remove rmb requirement from shooting, more direction at the start as far as what i'm meant to be doing/where im meant to be going
Ryan: More cover in rooms with enemy encounters.
Pros
Nick: Art style, general strangeness, hand as gun.
Ryan: Visually interesting, movement is solid, rock solid enemy design.
Cons
Nick: FOV is too wide, or mouse sensitivity is too low, one should change. Get stuck on the wacky level geometry more often than I would like
Ryan: Made me a little sick on account of the colors.
Wishes
Nick: More gun types. Less time spent on the trench style floor space below all the interesting stuff. Better visual cues for hazards.
Ryan: Hit feedback for enemies, slightly less health on enemies.
Pros
Nick: Sound and art design feel great. Things are explained in a way that is easy to understand. Probably more, but we had limited time and haven't yet deeply dove into the game. The idea of losing battles expanding the narrative rather than giving out game over is the most interesting piece of this game that we encountered. Curious to see what it can do.
Ryan: Pacing is good. No big lore dump at the beginning. The player gets control very quickly and the game reveals itself through gameplay rather than just cutscenes.
Cons
Nick: It's a JRPG. Not anything you can do about that. Just not my thing.
Ryan: Con is we can't play enough of it.
Wishes
Nick: Nude bath scene.
Ryan: More time. Time wizard powers.
Pros
Nick: Great music, cool premise, lots of potential to expand on the idea.
Ryan: Beautiful art, beautiful, beautiful, beautiful boy. DO NOT SAY THAT. Animations look great.
Cons
Nick: Floaty platform physics, wind mechanic more frustrating than fun. Saliva pursuit needs tuning to feel fair/functional as intended.
Ryan: Saliva throw and spike timer seem random and not set to a particular clock or position.
Wishes
Nick: My number one wish is some kind of forward dash so it feels i have more direct agency to combat the wind mechanic.
Ryan: More vertical wind sections
Music is real good. Movement feels a little funny, like its not 1 to 1 it feels like you're kind of being snapped to a grid when you stop moving. Also it'd be cool to get more than a quarter second between the level starting and the boss stomping your face in. Great art. Mechanically solid boss fights.
Its very polished for a solo dev in the time frame. There are a few parts of the UI, movement, and gun behavior that would do well with some tuning. I'm sure you've already got all kinds of tweaks youd like to make. What would be first on your list of stuff to polish up?
Our doors are always open for testing.
Love the grimy music. Can't speak much on the game as it is only there in a very rudimentary way as we're sure you are acutely aware. The core concept is a cool one. QA testing could be a great way to justify a compartmentalized, episodic, and linear set of combat challenges. Hope we see a DX version someday that really let's these bots go to work.
There are a couple of things here that stand out. Firstly, the game works well and is conceptually very cute. Works well as in not buggy, very smooth and complete. Second, the combat system is very annoying straight away. It could have potential in a resident evil sort of 'you cant move while youre shooting' kind of way, but it primarily just felt irksome to constantly micromanage combat zoning in an RTS style game. Maybe modern RTS design has us spoiled with its auto combat. Last, just as a tip, finding some fair use music and SFX and slapping them in there as a placeholder is quick and easy and does SO MUCH to bring a jam project together.
Keep making!
There are a lot of things about this i like. The character controls smoothly, the rails are a cool addition, the music and art are great. There are others i would change. Level design being paramount among them. So many spaces, even the first jump in the entire game, are far too close to what is the absolute top end of what the character is capable of. I realize platforming games have come a very long way since the old super mario days, but the precision you're asking of people from the get go is far too much of a skill cliff. I don't know who this game is meant to be for. If its for the Celeste/super meat boy/IWBTG crowd then its ok. Any one with a more casual perspective of platform games is going to find it too demanding. The I-frames you get from spin jumping also don't last as long as I would expect. If it were our game we'd set it so you're spinning right up until you land again. This is the only thing we see from you on itch so maybe this is one of your first entries into game design. If so, it's a great start and I encourage you to keep working. You're on the right track.