The mechanic of drawing away the demon things with the soul felt fun and risky!
I would've liked more visual indicators, like a sprite for charging the jump, or the penguin lying down when i was the soul.
ViralConfection
Creator of
Recent community posts
Ill give Anoxia a go now!
https://itch.io/jam/jamsepticeye/rate/3937781
Thanks for checking us out! Alot of the mechanics were made one-and-done as finishing everything was a mad dash to the end.
I'm glad you picked up, and enjoyed the messaging behind our game!
This jam's community overall has been an excellent example of the kindness we wanted to promote, and I'm really thankful to have participated with everyone!
It's a very charming and interesting game! I love the ultrakill artstyle and vibe!
If you were to make a updated version, I'd love to see more combat mechanics, like enemy projectiles, or movement options
I also found myself getting softlocked a couple of times
But overall this game is very enjoyable and artistically impressive!
Hope to see more from you guys!
The art and design is very fun in a way that reminds me of inscryption
I especially love the artwork on the cards, that spooky purple vibe is my jam
I will say, I wasn't able to defeat the downmost spirit, as the wisp would always softlock my game after dying, I'd love to see more from this game after the jam!
I really like the main mechanic here! and it matches the jam's theme extremely well!
The ability to change my character's archetype and the party makes me excited to lose.
This design allows for many many possibilities, and I can see myself coming back and trying to make the perfect party, or making a silly challenge build.
This game's story and gameplay are excellent!
(the only issue i ran into is not being able to leave the recruit menu if i didn't have enough money to buy anything, but that might be due to my unfamiliarity with rpgmaker games)
This game has one of the most interesting takes on the theme so far that I've seen in the jam!
When i first was introduced to the controls I expected the game to be a space shooter, but was pleasantly surprised by the methodical and slow, but ominous and relaxing gameplay loop.
Of course that changed when the monsters started to appear, at that point each expedition became a calculated risk, which was very interesting, and fit well with the theme of the game.
My main complaint with the game is that due to the scaling of the upgrades I never felt like I really was choosing between options, and filling out each upgrade of the same price before going to the next tier.
And while the darkness of space fit the theme, and made it feel riskier and more exciting the further I went into space, I found myself dying to something I hadn't seen whatsoever beforehand, which made me feel like my only option was to stay close to the main gate
This game's story was definitely it's strong point I feel, and the icons that would appear on either side of my ship was really cool, I would love to see more of this game, and any complaints I have are symptoms of being a game jam game
I hope you keep making cool stuff!
You got the lore pretty spot on! I would've liked to spend more time fleshing out the story (and balancing the damn crows), so I'm really happy that you were still able to pick up on the vibe!
The cinematics are my first attempt to animate my blockbench models in blender, and was my attempt to transition between some story screens and gameplay
of course most of the artwork was made by Frozencrunch, who learnt a lot about 2D animation for this project
Thank you so much for checking out our project!
P.S. I'd like you to know struggling with the crows is a completely natural response to the 2nd level they are EVIL
Thanks for checking us out! our general take on the theme was that failure is an opportunity to improve, and I'm glad you picked up on those themes!
Yeah and looking back the complaint about the crows is totally valid, in the future if i were to make a similar enemy I'd make the dive more telegraphed and faster on the rise so they wouldn't hit twice
The game was very beautiful and i love the project moon vibes!
it's clear the scope of this game was very big, and you've delivered on most fronts
I do wish however there was another layer of depth to the combat, i found myself mainly using slash throughout the whole game. but it's clear that the main direction thing the game was aiming for was story, and it delivered on that expertly! this game has a lot of potential and i would love to see more from the developers!
also it would be cool if i could see the pet so i could get attached to them early.
yall are cool<3!!! I think this game has some of the most promise from this jam as a whole, and I would be very surprised to hear that it doesn't win in at least one of the categories
