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A jam submission

The last void keeperView game page

A bullet hell about consequences and aqua
Submitted by Niko — 9 hours, 35 minutes before the deadline
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The last void keeper's itch.io page

Results

CriteriaRankScore*Raw Score
Mechanics#1653.4803.480
Theme Relevance#1804.1204.120
Is it Fun to play?#1883.4403.440
Music & Sounds#1963.4403.440

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Discord Username
Niko(nikogb)

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Comments

Submitted

Pixel Perfect is very good!

Submitted

The art and UI are really polished and the mechanics and game as a whole feels extremely finished. The camera felt really jarring to me though, i felt it could only move in one direction at a time and wouldnt really go where i wanted it. Other than that this game is really well made and has a lot of juice!

Developer

Thanks for playing!

Submitted

This one is so cool! I wouldn't mind seeing a more fleshed out release, it's rad.

Developer

Thanks for playing! I'm already working on the balance and how to make it all feel better and make more sense, I'd love to have you play when I can upload a new version!

I had a lot of fun with the slower shots. I need to play this again still after Niko informed me of all the mechanics that I didn't get to figure out. Also, I ran into a bit of a glitch while picking an upgrade.

Developer(+1)

Yeah need to fix stuff... Thanks for playing!

I had a lot of fun with the slower shots. I need to play this again still after Niko informed me of all the mechanics that I didn't get to figure out. Also, I ran into a bit of a glitch while picking an upgrade.

Submitted

cool

Developer

thanks!

Submitted

Your pixel art is really next level beautiful. Fantastic work.

The game mechanics were interesting, but I felt the enemies had too much health early on so it was difficult to get to enjoy the later parts of the game. Deploying spirits as turrets also seemed to be less powerful than I would’ve hoped as the died pretty easily so I was mainly fighting with my water spray, kiting the slimes behind me/around corners so they would run into my spray.

I was able to get to the horned monster guy, but ran out of water gun because I had spent it all on the upgrade previously. Not sure what I was supposed to do to kill him after I ran out of ammo so I ended up dying :(

Overall, I think the game has a very fun premise, especially with the idea of capturing spirits to redeploy as turrets that help, but also make it higher difficulty due to more bullets to dodge. Maybe some slight tweaks to health/damage, and maybe making your water gun not consume your currency would make a more gentle start to the game so players can progress further/upgrade more later.

Developer

Thank you for your words! Completely agree, the balance is way off and how i intended the game to be played is not at all clear wich is even more infuriating with the lack of balance. Thanks for trying to go as far as you can, it's something that even I struggle with. After testing it more and realizing most of the balance issues (I hope) I've made some big changes to enemy health, upgrade cost, etc, as well as adding features to captured enemies to make them really useful and a core element of the game. With this I hope to solve the currency problem, this since(i belive) it's a mechanic that makes you think twice about shooting, and something that I hope can make the game more interesting! I would love it if you could play the game once the voting period is over and i can upload the "better" version. Thanks for playing! 

Submitted

I had some frustration with the mechanics, but found the art pretty awesome though maybe the way the player character kinda shakes is confusing.

I also had the nearly constant camera movement jittering, unfortunately. I know when i was spamming spacebar to try to skip the very very long intro it was acting as if I had pressed tab? Like getting this white outline around it:

image.png

I wonder if there’s something going on with that that causes jittering to happen for some people? Like it thinks it’s not quite full screen but is. Just a thought, could be waayyyy off base.

The mechanics didn’t ever quite make sense to me around capturing enemies…. in the upper left there’s like a 0/1 square gem thing, is it that you can only capture one enemy? the other is the amount of money you have basically? Figuring out how to actually throw the blue thing to capture an enemy was really confusing and I’m still not sure how it works, it certainly isn’t just hold space until it charges up or shoots out. Part of the confusion was that the enemies turn bluish when they’re low on health, so I thought that was the moment as the page said to do it when they “turn blue.”

And then it was confusing how to place them… is there a time you have to wait? do you click on them in the bottom left? To go through all that and die to friendly fire felt uh not the best lol. But super fair for the bullet hell jam’s theme, really like the idea in theory to count as Consequences. The other thing that didn’t feel great was getting to upgrades and then not being able to afford one of the two options which seemed kind of needless.

I know there’s a lot of good ideas and a good game in here, and something to be proud of, so I hope this doesn’t come across as discouraging. Just, I love games like these and always want to see them succeed the best they can :)

Developer (1 edit)

Thank you very much for taking the time to play and write your feedback. The jittering honestly must be a bug, or something that I haven't noticed since many people say it's something that happens constantly, so I'm going to take my time to find the culprit and shoot him! The initial menu is something I did in the last few minutes, so I totally agree that it takes too long and on top of that you can't even skip it!,which is something I don't like about videogames myself, I don't know what I was thinking... As for the mechanics I think the biggest problems are two things: the lack of a proper tutorial to show exactly how the mechanics work(total fail on my part) and the fact that the balance is absolutely far from where it should be, I totally agree on that, honestly, the day after I posted the game I was able to play it better and most of the problems were there. This has led me to make modifications that I think have make the game a lot more fun and feel good mechanically. I would love to hear your feedback when I upload a new version. Thanks for the feedback!

Submitted

I’d definitely be happy to give it a look again if/when you update it!

Submitted

Really cool concept, especially the water gun! All of the animations are really nice and smooth. I liked how the music lessened/increased in intensity before and during fights. All of the UI elements were super impressive, and so was the entire itch page. 

But it was really hard to tell what was killing me a lot of the time because the water would mask bullets, and the game seemed to break when I was trying to select an upgrade. Still a pretty incredible effort, and the fact that you made this solo is outrageous. Well done!

Developer

About the visibility I totally agree that it can be better, and about the upgrades, I think there may be a couple of bugs plus is a kind of confusing way to choose, I absolutely have to work on that. Thank you very much for playing and for your words.

Submitted

Great work on the graphics! I can definitely see the gungeon inspiration. 

Developer

Thank you!

Submitted (3 edits)

Graphics are gorgeous. Gameplay is fun but I feel like there should not be friendly fire as it makes the actual hook of the game (capturing things) more punishing it should be. Also selecting your creature is needlessly clunky, why not use number keys or something when you deploy your minions?

Regardless great job! With some tuning the game could be something awesome!

Developer

Thank you very much for playing! Yeah i though it may be a problem the friendly fire(even put an upgrade to reduce the amount of bullets that have friendly fire), its mostly there because of the consequence theme, something like, the more units the faster you can pass rounds but the more difficult it becomes to avoid the bullets, but i can totally see that is more troublesome than anything. And the selection certanly can be better. Thank you for the feedback!

Submitted

This game is very beautiful: that was the first thing that really grabbed me! I think the idea itself is very interesting, but there being no tutorial in the game made it difficult to understand until I realized there was a controls section in the description. Additionally, I experienced a strange camera jitter effect that made the game really nauseating to play. I'm not sure if that's a part of the game or just a thing on my end. Still, very cool game and it was fun to play!

Developer (1 edit) (+1)

Thanks for playing and for the words! Yeah, the tutorial thing will haunt me to the end, total fail on my part! The jittering is something that is probably a bug, as there shouldn't be jitter apart from when being hit (which can be quite aggressive) and when selecting an upgrade, I should try to figure it out as it seems to be something quite a few people have experienced.... In any case, thanks for the feedback!

Submitted

this loooks impressively gorgeous, its like enter the gungeon acqua mod

Developer

Love enter the gungeon definitely took inspiration from it! Thank you very much for the kind words!

Submitted

Very good combination of Bullet Hell and Aqua! Very inspirational to create something with multiple restrictions.

Developer (1 edit)

Thanks for playing!

Submitted

The game concept is very unique and fun. I like it very much! 

Submitted

I really liked the idea, the art was very beautiful, I missed only the sound effect, but it was amazing. If I had more time, I believe it will be a great game in the future.

Developer

Yeah needed sounds, thanks for playing!

Submitted

This game looks absolutely beautiful and plays really well with great animations (loved the cursor spinning). Learned about the crystal thing only after reading the other comment here though, agreed that it would need a tutorial.  Congratulations !!

Developer

Yes, it was a mistake on my part not to use more time on a tutorial... either way thank you for your words and for playing!

Submitted

The gameplay seems to be pretty polished and i like the bloom, it really stands out in the dark. Solid gameplay and nice game :D

Developer

Thank you for playing!

I love the atmosphere and music. I struggle to understand what's going on in game though. I feel like I'm missing something.

Developer (2 edits) (+1)

Yeah i didnt have much time to work on a tutorial, but the main focus should be on capturing enemies after turning them "blue" by throwing a cristal with Spacebar and then deploy them as torrets... i definitely needed a tutorial, thanks for playing either way!

For sure, I'll give it another chance if I have time later today.