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Tombs of Mirituhg's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #58 | 3.909 | 3.909 |
Presentation | #208 | 3.818 | 3.818 |
Overall | #245 | 3.485 | 3.485 |
Originality | #559 | 2.727 | 2.727 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I'm really happy with how the boss sprite animations turned out :)
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Comments
pretty fun, nice job
Game's so good might as well release it commercially :D
I love the different attack options and how fast it all plays out so that we quickly become overpowered in the best way. I just wasn't sure how the anomaly mechanic worked.
Also if anyone is looking for a challenge, try pressing F5 while in game :p
I’m a sucker for roguelikes. I really wanna see this get expanded into something bigger!
Loved the simplicity and polish! An expansion with endless modes, more upgrades, and tougher challenges would elevate it further. Your talent in game development shines here. Great work on creating a compelling roguelike experience!
this game is criminally underrated imo, i love the simplicity in the visual and sound design, only thing i really want is more! i'm a big fan of the roguelike/roguelite genre, so this was extremely enjoyable to me, an endless mode where you can repeat rooms and keep getting upgrades forever would definitely be cool to see how far players can push their builds, or a full on expansion of the project with more upgrades and enemies and bosses and types of rooms i could see as a full release. although it definitely needs to be harder to make it feel more roguelike-y, if you do continue to work on it post-jam (easy difficulty for the jam version makes a ton of sense to get people to play it). excellent job on this one, i hope you'll do more game development in the future because you're good at it from what i've seen here. well done!
That is high praise, thank you! I did not have much time to do balancing but I wanted it to be accessible because people generally don’t spend much time playing a jam game. I may try to build this game in Bevy Engine.
The level of polish on this game is awesome!
Liked:
- Different starts kits were all unique and felt different to play.
- Boss death animation <3
- Sound, Art, Polish ... all great
What could be improved:
- Distinction between character and bullets. Quite often I was confused where the MC is right now. Change the color of MC or change maybe the color of the bullets?
- Spinning balls. They seems a bit to weak for me in comparison to the other options. Especially against the boss
- When finishing a stage all pickups left on the ground can't be picked up :(. Either let the player walk around for like 3 seconds more or auto collect them. That was a bit frustrating when playing to me :(
- Some modifiers like double wall appeared multiple times. But when I picked them again nothing changed :(
- Anomaly: I feel like the game would have been even better if the final boss were a lot tougher. Maybe you cant even beat him. The longer you survive against him the more points you get. And he scales with time that way he will beat you at some point.
This would lay the focus on scaling your build while trying to have minimal anomaly as long as possible. I say all that because right now I feel anomaly doesn't play such a big part in the game. When you reach the boss you are gonna be strong enough to beat him anyway. In my first run I ignored anomaly all together and beat the boss easily. But that is just my opinion. Curious to hear what you as the Dev thinks about that.
Cheers <3
Thank you so much! I wanted to implement most of what you propose but simply ran out of time. Regarding Anomaly: I planned to add multiple levels to the Anomaly meter that periodically spawn anomalous/stronger enemies and whole Anomaly event rooms. Unfortunately, Anomaly right now only only helps to delay the Boss fight to get a bit stronger, but it’s easy enough that players don’t need it. :/
wanted to review the game but it crash on start, something about
thread 'main' panicked at src\sprite\aberration_material.rs:36:6:
called `Result::unwrap()` on an `Err` value: ShaderError(CompilationError { shader_type: Fragment, error_message: "ERROR: 0:33: 'function' : is removed in Forward Compatible context texture2D
might try to bypass the issue another day (i dont give up that easily :) )So sorry the game doesn’t work on your machine. :( You can try the web version if you still want to try it, I only managed to fix it after the jam ended.
aye, happen dw ^^
just tested the web version, well its a pretty good game! congrats :)
Tombs of Mirituhg It's a tight, simple, little rougelite and does just about everything you'd want out of that type of paired-down experience.
I've done two runs each with the three weapon types, which drastically change the way you approach the game, the radial balls are easily my favorite.
I'm actually quite fond of the visuals, the 1-bit type player and enemies are distinct on the backgrounds and thus nothing gets lost in translation, it's straightforward and precise. The titular boss has a fun design, though I found them to be somewhat easy after a run or two, I'm interested in what you could possibly do with a roguelike concept in an even greater time scale.
Solid work!