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That was a very creative, silly and creepy rogue-like concept! Once I got the blood machine gun the game became very fun. The jazzy Girl From Ipanema-sounding song was a hilarious choice for the upgrade screen.

I managed to break out of the cycle after 5 attempts.

It was a little difficult for me to recognize the powers from the icons, and the fonts were very stylistic, but difficult to read. The number of bones on the upgrade screen was particularly difficult to read.

The boss was a little puzzling at first because it doesn't have as much feedback as the other enemies in the game. I didn't notice the health bar until my 3rd attempt because it was hidden in the darkness.

Nice work on the game, I'd definitely enjoy playing an expanded version with more bosses and more dangerous enemies.

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Thanks for playing! And also thanks for all of the valuable feedback. The boss was definitely something that needed more work but I ran out of time and it was kind of a rush addition. I have also learned from many people that I need to get better at font selection / menu design.

I have plans to make a full game with this concept, whether I decide to expand it in the rogue like or Metroidvania direciton!

That's awesome, I can't wait to try it!

You did a great job getting so many enemy and attack types into the game, and it was definitely worth it to have the boss at the end. Puts a great bow on the experience.

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Sweet, glad to know there is interest! I have a lot of tutorials to watch to realize the more complex vision I have for the game, but it'll be coming!

I liked the atmosphere of the game and the way it makes you think about your next steps. Upgrade system adds motivation to play it again and again so finally you know you will be able to beat the bosses. 

Noticed that sometimes hero gets stuck between two adjacent boxes when running on it. Probably because of two different colliders, not sure how it works in godot. Anyway, jump always helps so it's not critical issue.

Generally, the game is good and fun to play. Great job!

Unfortunately I ran out of time to fix the crate jank, but that's just part of game jams! Glad you enjoyed it though!

Here i am! Took me 6 runs.

I really like the key-lock style design of the level where you have to collect necessary abilities to pass obstacles that you could't pass before. And that fits really well with roguelike mechanic.

For the downside I can think of is the atmosphere. I think you can add some post processing (not sure what this called in godot, but generally sth like camera effects) to the scene with some lighting to create kind of dungeon feeling. Also I think the FOV can be shorten a little bit.

For the gameplay part, definitely look forward to see more creative design of the use of the shotgun jump(Ex. some moving spikes or spell balls that would require to shot jump to dodge etx.) And also some animation when you walk would be perfect.

Overall, I love the natural combination of lot of mechanics and I think it would have greate potential of becoming a addictive roguelike game.

Thanks for playing!

I was trying to get the lighting to work but I couldn't figure it out in time so I added that pseudo lighting instead. I'm still searching for tutorials on how to do it!

The FOV thing was also something that I couldn't quite figure out and need to look up.

I was thinking of developing the game further, but I can't decide between going full rogue-lite and adding more randomization or changing to a Metroidvania since the permanent blood mechanic forces the map to be static. Any suggestions on that?

Good idea about adding the platforming challenges, I didn't fully commit to the shotgun platforming bit and I now realize I either should've fully committed or put more emphasis on the other weapons.

Thanks for the in depth feedback and criticisms!

I think the blood mechanic fits rogue-like better than Metroidvania.  The blood mechanic may be kind of a barrier for map and enemy design, and in my opinion exploration really values in Metroidvania, and keep your eyes on your blood while exploring the map and looking for hidden secrets doesn't sound like a good idea. For rogue-like game, I guess if you want to keep the blood mechanic, you may have to find a stable map-generating algorithm that make sure the player will meet some kind of supplies or enemies in certain distance depending on how fast the player lose blood.

I don't know if this is helpful, but make sure to consider your own thoughts as well, maybe it turns out with more funny experience! 

Thanks for the input, I didn't think of it like that! But you're right it does discourage exploration. I'll keep your input in mind when trying to plan out the game.

Lich go Ded. Twas a fun game! I made a video including your game. 

Thanks for playing! I can't seem to access the video though

It's still processing. Check back in about an hour, didn't want to make the video and forget to post a link.

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Thats so strange, I wonder why the sound didn't play for you, it works for me. It's a shame because I really liked the sound design of my game and that's something you didn't get to experience. I'll have to see why it didn't work. Also I have no idea how to switch it out of debug mode lmao, I'll have to figure that out. Thanks for playing and giving honest feedback though!

When you export there is a little checkbox in the bottom right while you are saving the project.

ok thanks for the tip!

Very cool!! Too bad I could not beat the boss. Made you a lil video: 

Thanks so much for playing, and especially for uploading a video! There's nothing better than being able to see where people get stuck and what needs to be made clearer.



Im definitely going to make the upgrade shops way more obvious , add some text to the shotgun area and add a health bar to the lich

Np at all! Good stuff ^_^