Thanks for playing, good job to your whole team!
McNieps
Creator of
Recent community posts
thanks blankRiot. I'd originally planned to have a bigger focus on the story, but that fell by the wayside because there wasn't enough time. Only the levels names remained. Basically, the first rounds should have taken place in hell, and the last in heaven. The player would have been transformed into an angel through these levels. The first 3 level (dust, ash, bone) provide nothing special gameplay wise, only arena shrink and such. The 4th level (clay (surface)) would have added enemies, which are basically bullets with homing, that can shot additionnal bullets. Now the interesting part : the 5th level, feather. Because angels have wings, the player would have been granted the ability to fly, or rather to dash. That could have been interesting gameplay wise, but I couldn't think of any "level pattern" that made that mechanic satisfying in this short period of time. About the lore, 6th level is light, and 7th level is name. Basically, the names of the rounds are the recipe for creating an angel.
Thanks for playing, and good job with Ultrawarp !
Hi Qooorti, thanks for the kind comment. Maybe I was a little too ambitious : I wanted to go the isometric route initially, but it was too hard and I lost 3 days.
About the metal hit sound, the weapon is supposed to be a pan, but you are right. It shouldn't do this kind of sounds against soft things. I will keep this in mind if I end up working on this game again.
And about the range : there is a core mechanic in this game, which happens to be hidden. Killed enemies drop materials, which can be converted into xp when standing near the campfire. Whenever you gain a level, you get to choose between some augments. One of these augments is range increase. The early game is always melee though.
Hi roboMarchello, sorry for not answering your comment earlier.
First of all thank you for comment and the kind words. I didn't thought of showing player stat like death and timer, because Hospitium© wasn't out yet. I'll make sure to steal some of your ideas in a later jam. The integration of the deadline boss was made in the last 30 minutes of the gamejam. Initially the last room should have been the "start" of the game, with the boss spawning and all after you stole an artifact. It should have been like in 108.6MPa (submarine game last jam) when you steal the artifact. Deadline happened. Good job on completing the game btw, hope it wasn't too frustating!
Hi MegaFuze, thanks for this big and kind comment!
The Deadline boss is kinda bad, because I implemented it in the last 30 minutes of the jam. The boss had another sprite initially but I replaced with the famous "deadline" text, because I thought it was funnier and more relatable. I didn't replaced the hitbox tho, it's my bad.
It's a great idea to animated grapple tiles, thanks ! But I think the main concern is that it's very hard to right click on a grapple tile. To check if the player can grapple to a tile, the game cast a ray from the player to the cursor. The cursor doesn't have to be exactly on the tile. Despite that it's still hard, so it may be better to cast 3 ray, 2 of them pointing outward.
Congratulation for completing the game, I hope it wasn't too frustating!
Hi, sorry for not rating your game earlier.
The game run very smooth. It is quite short (i'm not complaining) yet quite action packed, as the zombie is not leaving you a sec. I really liked the quick recap at the end, it's a nice touch. I had no problem entering vents. The screamer is very low from you guys... jk GG that's an incredible game !
Hi, sorry for not rating your game earlier.
Very nice game! I really like:
- The light effects, where symbol are visible only when you are close to them
- The musics, where one is mysterious and the other convey urgency
- The unofficial theme british
- The puzzles
- The overall ambiance, very fitting
And I don't like:
- lack of fish and chips
Good job guys :)
Hi, sorry for not rating your game earlier.
I like the idea of being chassed while having to face the monster. While learning how to play I lost a lot. The screamer had little to no effect after a while. Maybe you can trigger the screamer after 50% progression so we don't get used to it? Anyway good job!
Hi, sorry for not rating your game earlier.
I think roboMarchello has done a pretty good job rating your game. I'd like to add that it's not easy to fight the boss when it's in the second room (I was definitely unlucky here, as it happened only one time). That aside, it's a really well polished game with a lot of features, great job !
Hi, sorry for not rating your game earlier.
I managed to run this game using v1.3 by launching the main.py file (the exe version doesn't work). I like how you use the theme 'getting chased' to make something cute. Despite that, it's still a halloween game : the dog is cut in half. I wished the typing patterns were longer (like instead of smashing aeaeae then zrzrzrzr you had to type whole words) but it was still satisfying to play nonetheless ! Great job Franco
Hi, sorry for not rating your game earlier.
I think a lot as already been discussed here in the comments. I'll just say that despite being quite hard in the beginning, it's immediately more enjoyable once you understand how everything works. Also it's a great idea to put options like "disable shake" in the settings, it's a great touch. I hope the development went smooth with such a big team.
Gj to all of you guys
Hi! Sorry for not rating your game earlier.
I really like the game as it fit the theme perfectly. It's unexpected to find "sokoban" kind of puzzles while being chassed but works very well! I must talk about the boss stage, which is very well made with patterns and great balance. It was definitely challenging but still very doable. Good job making all of this in one week, you can be proud of you!
Also pygame snake 🥶
Hi roboMarchello, thanks for the kind comment!
I'm happy that you enjoyed the controls : I had multiple choices when I had to develop them. It wasn't an easy guess but I'm now sure that I choose the best of among them. About the Wall of Flesh : it may be a coincidence but I have, with my brother, on average 750 hr of playtime on terraria/calamity/thorium! Definitely a coincidence...
Thanks again! And do not hesitate taking a look at the source code, and contact me if you have any question! It should be relatively clean (for a gamejam...)
Thanks for the kind words (Tank) King! That's true, you can't do much without knowing the maps. It's kinda a die & retry type of game. This artificial kind of difficulty is maybe not the best idea for a gamejam! Thanks for taking the time to learn all of these levels. And I'll let my brother know about your kind words about his art, that'll make him happy 100%.
Forgot to say it on my comment about your game, but the plastic bottle art is fire
Hi EgeEken, thanks for playing our game! Yeah difficulty is the main problem. Disa rightfully said that the developper get accustomed to the game mechanics, thus making everything easier for him. It make for a difficult game, which is not a great idea when you want people to play your game. I'll keep that in mind for the next jams!
Ty for taking the time to leave a comment, I appreciate it :)
It's really a shame that you didn't have the time to add some levels, or to develop the theme. The music, the graphics, the polish, everything is perfect.
What software did you used to make the music? At first I thought you were using famistudio or similar, but I think some of the effects you use are impossible to create with it.
Dans tous les cas, bien joué, c'est du très beau travail!
Love the little pg_chad star, it's a bit like this game version of Polaris. I like how you managed to include a 3D gameplay and a 2D gameplay, and make it not feel forced. I hate asteroids, though : I keep dying because of them. Are they avoidable or it's luck based? I really had Dimension jumper in the 2D phase! Otherwise well done, it's a good game.

