Thanks! Yeah I was hoping for something more along the lines of the HoloCure survivor-like where you actually need to go around the map for upgrades. Balancing chest drop rates was tricky, they have a low chance to spawn, and a low chance again of actually having an item in them. They all respawn after beating the boss though, unless you haven't opened it yet. The map is randomly generated based on 8 template rooms, one of which being the altar which will spawn exactly once near one of the four edges of the map.
Samah
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I'm not a fan of this genre unfortunately; the threat of jumpscares is not fun for me (even if there are none). I couldn't get past the baby crying and had to quit. Amnesia: The Dark Descent lasted about an hour on my PC before getting deleted. I also had a problem in this where my view was forever drifting downward and I had to keep moving my mouse cursor up.
The ambience is certainly there though, so definitely points for that
Could have benefited from some coyote frames and corner correction to make tight jumps more forgiving. Like others I didn't really understand the significance of the graph selection thing and eventually it was easier to just select a small horizontal selection and not have to do any gameplay. I feel like the enemies should be dumber too and not be able to jump.
Totally vibed with the music though, and its certainly a refreshingly unique concept.
I didn't understand how to play initially, I thought i was supposed to be clicking the circles and was confused why I kept dying. Also the enemies looked like background animations. Ultimately I could just keep clicking a straight line forever and get a massive score, not sure if that was intended.
Great music! Not sure how it relates to the theme, but I think the antialiasing on the rotated cursor may make it an invalid entry.
Reminds me of Sonic 3D collecting all the flickies. The occasional grid line flicker and warping camera when you exit rooms is a bit jarring, and one time I died because an enemy had pathed in front of the door as I exited the house and I had no time to move because the camera was still catching up.
Fun game, probably could have benefited from a bit more playtesting!
Really nice feel to the platforming, the inputs are very responsive. I did feel like the combat ramped up too quickly though, and 3 hit points was pretty unforgiving for some of the longer rooms. It could have benefited from some freeze frames on enemy kills to make it feel a little more forceful and satisfying.
Great game!
Very interesting concept. Some of the objects look very samey though, such that I didn't realise some of them were actually mines and I was wondering why I was dying. There's a nasty bug with the level up though, where if you just hold down L then it will infinitely level up until your game lags from the hazards flying at you, and then the level number never decreases (although the speed etc. resets when you die).
The wavey landscape looks cool and the music fits the theme (although maybe a bit repetitive). Cool game!
As some others have mentioned, it was difficult to navigate and would have benefited from only showing the directions you can actually go. Probably didn't need the four verb buttons either, everything could have been handled with a single "do a thing" click.
Big fan of the anime art style and the cozy music, and I do like me a good point and click game. Nice one!
It took me a bit to work out what I was supposed to do. I think part of the issue is that the buttons are very small and hard to read. I also couldn't work out how to nap, nor what the significance was. I walked on the bed but couldn't see any buttons to nap. In the end I just guessed the second and third items.
The colour scheme and music fit the theme really well, though. Could do with some more polish but the vibe was great!
Really well presented, the vibe was super cool. It was a bit confusing how it told me to close the windows but you could only hold them temporarily (for me at least?) so it was strange that you could die within the first few seconds by not moving from the first screen. Would have preferred if they stayed closed.
Unfortunately a little too creepy for me! Very atmospheric though.
Ah yeah, survivors-likes generally have the monsters warp through everything intentionally, so that the player has to be careful not to get stuck somewhere. It's why there are a couple of rooms in the game where you need to walk around obstacles to get to chests.
Also it has pixel perfect collisions, so it would be quite slow to have 100 monsters doing that (believe me I tried!)
Yeah balancing was really difficult. Enemy health and evasion scales with the world level, but they do have a cap. Player hit chance bonus also scales with your level and eventually it should be enough to counteract the boss's maximum evasion amount.
I spent about a day or so doing balance tweaks, but the weapons either felt too weak or too overpowered early on. In hindsight I probably should have got some people to playtest, but I was just exhausted.
I'm planning on using TIC-80, and I've been making an entity/component framework loosely based on Monocle (the framework used by Celeste and Towerfall). It has no gameplay-specific code and is really just a big collection of utility classes. It's been mostly an excuse to get my head around Squirrel.
Is it within the rules to copy/paste this into a new file when the jam starts, or will I need to write everything from scratch? It's not really any different to using an established framework in another engine.
