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The Lair of Nekro Neko's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art | #10 | 4.421 | 4.421 |
Gameplay | #28 | 3.842 | 3.842 |
Overall | #54 | 3.798 | 3.798 |
Black and White | #91 | 4.605 | 4.605 |
Theme | #93 | 3.500 | 3.500 |
Originality | #124 | 3.553 | 3.553 |
Music | #154 | 2.868 | 2.868 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fantastic visuals. I can't overstate how impressed I was with your sprite art and animation. The cutscenes at the beginning and end were a great touch too.
Main gripe I had with the gameplay was that there are so many enemies constantly spawning that it's really easy to build up a ton of time, somewhat invalidating the game's loop mechanic. I was able to get 4 of the 6 weapons and defeat the boss on the first loop.
A map that revealed itself as you explored would have been nice. For most of my time playing I didn't have a good sense of where I or anything I had already been to was.
The doors to houses didn't look like doors to me at first. It took me a little while to realize what they were. I think they could be bigger and more "door-like".
The frame rate drops when you use the melee weapons was jarring. I'm assuming that was intentional and meant as a hitlag effect, but it's way too drastic.
Minor thing, but I ran into a bug where a sign's text remained on screen after leaving it. I was able to make it go away by approaching the sign again and leaving a second time.
Overall, this was a really impressive jam entry. One of the best I've played from this jam so far!
Thank you for your feedback. I'm working on some of these things now after the jam, with more time so the game will get better soon :)
Awesome game!! I love the intro art especially and the cat sound effects were v cute
I'm glad you liked it! I used my pet to make the character's sound.
That is very cool
I love the style I am a HUGE sucker for pixel art games and retro, and you did yours well! I loved the look!
I loved exploring for new weapons!
The bugs I encountered was the background music was a bit to loud (not game breaking) and if you get either the short sword/dagger and the sword they lag IMMENSELY when hitting monsters. I was able to cheese the boss by switching from bow-dagger-sword, and just stood next to him. When the lag stopped I switched to the dagger and it started up again, and repeated till I died cause I didn't have enough score.
I think this would be a REALLY fun mobile game! I love it!!
Thanks a lot for the feedback! I removed those freezes on melee attacks for the next update.
Really well done sprite work! The visuals were great.
I really like the use of a time limit and how the constantly spawning enemies reward the player with more time when defeated. It really helps add a sense of constant progression to the game. I also like the different selection of weapons that can be found. It helps change up the gameplay and adds an element of exploration.
One thing that I found a bit jarring was the amount of hitstop when using weapons like the dagger or the sword, especially when attacking repeatedly as it sort of made the game feel like it was running really slowly.
Overall a really cool game! Nice job!
Thanx for the feedback, I removed the freezing time in the melee attacks for the new update.
You're welcome! Its exciting to hear you're continuing to work on the game!
Fantastic game! The art and music were incredible. The gameplay where getting injured took away time and killing enemies gave it back gave it a really high intensity feeling the whole way through
Thanx for the feedback!I glad you liked! :D
Awesome game, really nice!
Muito obrigado! :)
a speed zelda hahaha
I don't know how to explain this, this is one of the few games of the jam that I have played completely :) it is very very fun, and the pixel art work behind it even more, the mechanics, it reminded me a lot of Zelda but very well balanced.
I found the bow, the short sword, the long sword, the long sword and the wand, but when you get the wand of fire the game becomes simple, but getting it is another thing, I also noticed that I missed two objects, I don't know what they were, I found the bow, the short sword, the long sword and the wand.
I glad you liked! Zelda was a strong inspiration for the game. There is one secret weapon (Ghost Axe) and a familiar (Fire Fairy). To find them do you need to read the signs and explore the secret entrances in the scenario. Good Luck ;)
As always your pixel art is beautiful. Great job.
I try my best, thanx a lot for the feedback! :D
the game lagged a bit after hitting an enemy. the idea was nice. "minit" but you can get time by killing.
good game.
Thanx for the feedback, the freezing is for melee weapons only (I'll remove it).
Adorable!
Thanx a lot! :)
The game lags when an enemy is hitted, also, once the menu is open, it cannot be closed :(
The game overall is nice, love the concept.
Thanx for the feedback. The freeze is for melee weapons only (I'll remove it) but the Menu don't close... That's new. Try the same button to open the Menu (Space).
Nice!!!! thanks!!
I notice something strange happens: clicking on the screen makes my weapons to change but the menu isn't displayed:
PD: Your game is amazing, and each time I play it I like it more!
OMG! I finnaly understand the bug right now, watching your vídeo! I'll fix that today for the new version( I glad you liked!) :)
Obs.: You got the "Ghost Axe", congratulations! Now find the "Fire Fairy". ;)
Very throwback pixel art like, if the SNES was B&W controls feel responsive, and combat mechanic feels quite good. that said, i kept the dagger i found at the start, which i liked and didnt see a reason to switch up :-)
Thanks for the feedback! The idea is to leave the gameplay free for the player to choose how he will fight with the game's options, there is no right. I love the bow, for example, heheh
I like Salem's hat and all the zombie uprising animations! Nekro Neko is such a cute name too! Wouldn't be able to tell Salem was a cat at first glance though, expected more kitty because of the name hehe
Thank you very much! The hat spoils Salem's cat silhouette a little, but maybe I'll revisit this in the future. There's also always the possibility of having more cats in new updates, cats can't be too many! :3
:3 hehe for sure!
Really nice made. The most beautiful thing is that it takes low memory and it's playable on raspberry pi. Just maybe I would suggest a button to completely skip intro.
Thanx for the feedback! (I would love to see the game in a raspberry pi, hehe)
here you are! Not even laggy, wow
OMG! Thanx for share! :D
I am astounded by the detail of the art. This is AMAZING.
control is tight, combat is exciting, the fact that your time is slowly running out no matter what you do makes this never-ending tension that forces you to keep paying attention to it, taking a risk and engage, then taking multiple enemy down makes me feel like I've been "rewarded" by paying attention.
as everyone else is also suggesting, using melee weapon and hitting multiple enemies at once does make impact freeze really noticable, but it's too good to take it away entirely, maybe putting a cap on freeze time would be awesome.
The artstyle, oh my god the artstyle. I would buy a plushie of main character in a heartbeat.
the music is also great on it's own, although I was a bit surprised when I initially heard the first music. I guess the transition of the scene / font / overall presentation primed me to expect a really charming game-boy-esque thing?
I only played it till the magic wand and I had to stop due to a private reason, but I definitely will play it again once I got time. It is a great experience overall.
Very fun! As said before, the timestop on hit doesn't feel great do to the shear number of enemies. That kind of effect is best reserved for heavy impacts (setting of a bomb or hitting an enemy with a really slow heavy weapon). I made it to the boss but lost, really cool!!
Thanx a lot for the feedback! :D
Fun to play.
Thanx! :3
Awesome Work! I enjoyed the art style so much, art in the cutscenes and the environment is so good! Feedback I have is that maybe the combat would be more fluid if time doesn't stop whenever you hit an enemy. Also I got a bit lost in the map for the first minutes. Then I realized that beating enemies gives you time and I went to grind time for the boss on the cementery lol. Great Game! Congratulations!
Thanx, I'll remove this freezing on the melee attacks and put a map in the game :)
The art, music, animation are fantastic! The pathfinding algorithm for the enemies is very well made, too. However, when using the melee weapons the game tends to freeze, but with the wand that's not an issue. At one point I had >2000 "time points" (around the time I got my hands on the magic wand, that weapon's very OP) so the game's enemies and traps became pretty easy (the flaming skull deals 15 damage, but you gain 20 when you kill it, its kinda unbalanced). You can easily farm "time points" while searching for the lair (which in my opinion should have been in the graveyard) so by the time you fight the boss (very good battle btw!) you can just tank him. Overall, pretty polished and no bugs (excluding the dagger freezing). Fantastic job!
Thank you so much for the feedback and notes. I created this freeze to help with the game feel of the impact, but maybe it would be better to reduce the time of this or maybe take it out altogether.
At first I thought it was to give some breathing room, seeing as how hectic the gameplay is (which I love). But I would suggest taking it out, as playing with the wand felt buttery smooth. One last thing, I'd suggest either making the enemies deal x% of the player's "time points" or just decreasing how many they give when they die. If you have the time be sure to check out my game as well! :)
I will definitely check out your games as soon as I have some time. I just took the freeze off and lowered the time given by enemies. I don't even know why I left it so high before, it was an oversight because the idea was to be really low, hehe.