Was it inspired by the Lovecraft's "Color Out of Space", I wonder? xD
Nice entry we have here! Visuals are pleasant and well working, mechanics are rather simple, but still fun in a classical way. Gonna try it more)
Huh, that's the good example how the same idea could be realised in different ways! While in mine game you lose resource only upon killing an enemy, yours one takes it upon each attack. Excellent to be researched xD
So, the atmosphere is really nice touch - the lights, the palette - all was in handy to create right mood. Liked it. Gameplay is great paced, however, difficulty raises a bit too fast, as for me. Two kind of attacks with their own goal is pretty good idea too, however, it could be developed even further, I believe! For example, melee could be used for finishing wounded enemies, while shooting can debuff, for example.
Tutorial is very well done, that's a big plus.
Overall, very quality entry and a good basis for a further work. Thank you for this entry!
Overall, the game gives off a classic, I would even say "retro" feeling. Dash attack is always a satisfying choice - here it felt nice too, however the distance felt a little bit short and a bit more juicy impact would make it much cooler.
Character felt a bit too heavy for a fluid ninja, I guess? Maybe, more speed and gravity would help?...
Sfx choice is satisfying.
Good job. Thanks for this entry!
Cool voice acting catches hits home for me ever since I first tried Darkest Dungeon, and oh boy, this demons voices are sooo brutal *^*
They made me stay, and then came a gameplay - pretty simple and catchy, but, amongst many others same mechanics in this jam, very polished and pretty balanced. That's why I would prefer this game, if I had to choose.
Visuals and setting are also just for me. Maybe a bit more juice upon killing and getting an upgrade, not really sure...
Loved it! Thank you for this submission!
And I'm heading to try to beat the Lucifer once again... -^-
That's my favourite so far *^*
Some crazy mix between Vangers, Omori, and EBF 5 - re-e-eally cool. Exploration is light and exciting, amount of juicy interactions and secrets is magnificent.
My only regret and the reason I didn't finished it yet is car. It's too uncontrollable for me T^T
It would be cool if you would add some options for that - someone would, of course, like such a drift and all, but not everyone... If something will be changed with this issue post-jam - I will be here, immediately)
Loved it already. Thank you so much for this submission!
Music and background sfx choice is very atmospheric, loved it. Visuals are also pleasant and pretty inspiring :>
In terms of gameplay - feels tense and exciting enough to keep player's attention in! However, enemies behaviour patterns are a bit too... Unpredictable? For example, there were two times in a row when I used TVs and was teleported straight into the orange ghost ;D
It would be cool to work on their paths - look into Pacman's ghosts, for example.
Wanted a bit more juice - maybe some sound or particles upon picking an item, same for getting caught. Otherwise, bouncy and pleasant enough, great job)
Well, this is pretty solid base for something more. Unfortunately, felt no juicyness or satisfaction upon destroying enemies - some knockback, some particles could have made situation times better.
Also, a sword attack feels much drier than jump&stomp - therefore, it seems to me, it is worth developing the second mechanic, as it could born many interesting ideas.
Lore is sweet)
Anyways, this is a good start. Thank you for this submission!
Neat experience.
Juiciness here is at its best - the only additional thing i could dream of is a little knock off to player's attacks, otherwise - one of the best in this year's jam.
Gameplay is basic and simple - nothing special to say, but i feel there could be more variety in enemies, at least.
Sounds are brutal and very lively even without music, loved it.
Surely gonna try it more) Thank you for this submission!
Oh, goodness, that was brutal xD
Some good ol' hotline miami experience, love it!
Graphics reminded me of early covers of my favourite musical band - you got me)
Don't have much to say, to be honest, simply loved it. Thank you for this entry!
P.S. Well, maybe being able to call your saw back would be nice - sometimes waiting for it to return is not that fun.
Finally, a game about eLdRiTcH bLaSt xD
Jokes aside, a high quality entry. It's simple, addictive (in a good way), and feels good to play - which was a goal of this jam. Love the theme, hits home for me as for Dungeon Master, ehe!
Would be nice to implement some new type of enemies, which would affect player's survival strategy. Leader board is a great plus, I will surely try to get first positions later -^-
Loved the music, too. Overall, thank you for this little game, it surely is inspiring!)
Overall, a nice sturdy entry *^* Really loved your work with particles - fireballs were the most juicy thing for me. Cute visuals and interface - a pleasure to my eyes)
Balance, however, needs a hard polishing. There's no indication of where enemies will spawn, and character gets surrounded too quickly. Hitting an enemy, as for me, feels not impactful, not juicy enough.
Alsoo, it would be a great idea to nerf the first grave a bit - just to give player an opportunity to get used to enemies behavior, etc.
But, as I said - loved it! Thank you for this entry)
The aesthetics are incredible! The gameplay is simple, but it works surprisingly well for relaxation. The amount of content also, I confess, amazed me)
It think, however, that it is would be nice to somehow mark the levels already passed. Slightly more intricate puzzles would do the trick too.
Anyway, a simple but solid work. Thanks for this inspiring experience! :)
Interesting presentation of genre mixing concept; and mixing not two genres, but three at once!
Liked it :)
I would be very interested to look at an extended version of the idea. Advanced puzzles? Optional routes? An element of metroidvania maybe?.. Huge room for creativity :D
In any case, a simple but solid work. Thanks for sharing!