Play game
Reveal & Choose's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #173 | 3.302 | 3.302 |
Graphics | #371 | 2.907 | 2.907 |
Game Design | #384 | 2.721 | 2.721 |
Overall | #419 | 2.593 | 2.593 |
Audio | #420 | 2.442 | 2.442 |
Innovation | #498 | 2.140 | 2.140 |
Theme | #568 | 2.047 | 2.047 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game uses dynamic choice mechanisms with doors hiding the items and they must be unlocked/revealed to know what is behind them. The enemies spawn from the door of the house they belong to.
Did you write all the code and made all the assets from scratch?
Code: Yes, minus shader.
Assets: No, tileset & sprite from bundles.
Itch Assets: Yes
Leave a comment
Log in with itch.io to leave a comment.
Comments
I had fun playing this a few times, trying to get to a higher level. There's something fun about trying to get a large group of the enemies in one spot to hit them all at once with your weapon. Overall it was a satisfying experience.
Well, that was fun, and despite the repetitiveness, it was strangely addictive, great job ^^! The atmosphere, with the graphics and music, is really good, and the gameplay was simple, but effective ^^. Unfortunately, the optimal strategy was to do the same path again and again (or just stay in a corner, because apparently ennemies cannot hit you twice in a row ^^'), which is not very fun ^^".
The gold was unnecessary, I had way too much and it didn't really achieve much... You already have a choice to do since you can only get 3 items, there would be no need of another limitation.
Overall a nice game that would need a little bit of polish here and there, but, of course, this is a 7-days jam, so it's expected =). It has great potential!
Thanks. I am planning to take another game jam I built n the past and combine with this one.
Considering you had fun with this, would you happen to want to play it in March?
Sure, ping me when you want =)
There's a lot of potential in the economy but it's currently a bit unbalance, I wasn't able to buy anything on my first level up but be the 3rd or 4th I had more money than I could hope to spend. The replayability really suffers from the lack of variety in upgrade options and attack patterns but I imagine that was down to the time constraints. Overall it was a good time that would benefit from a bit more tuning and a lot more content.
100% Agree.
It is incredibly hard to create a balanced economy, and I've been looking at ways to improve and implement this.
For the attack patterns I plan to continue the game in March and allow for throwing a spear with mouse click to attack within the radius of the orbiting weapon.
Feel free to follow if you want updates.
I replied below with the following that mentioned the theme as well.
The feel the game is great. It's a lot of fun. Music, art and sound effects were awesome. I have no real negatives. Maybe more could have been done about the theme, I suppose. But still, a very enjoyable experience (and that's the real point!).
Thanks.
I really tried to avoid the obvious uses of the theme.
There were also a lot of subtle uses of the theme that I know many won't realize:
Feel free to follow if you want updates.
Great job, more visual variety for the weapons would be nice.
Thanks!
I plan to continue this game, and this is something I'd like to add.
Feel free to follow if you want updates.
Great Game! I can't imagine how someone can make this in less than a week. Its a really fun game to play. I think that the volume of background music and sound effects are a bit low, So I would really appreciate if you could add a volume slider after the jam is over, also the hitboxes near the house feel a bit unfair and I constantly found myself stuck there. Still amazed by the fact that you made this in less than a week!
Thanks, I think there might be a collision tile mistake around some or one of the houses, but to stay true to the jam, I've left it there as the game has already been submitted and isn't a game-crashing bug.
I plan to merge this game into another game I worked on in a past jam, The End Always Come, and work on the combined vision in March.
Nice job. Like others have said, it would be cool if you could have multiple weapons, but a fun play nonetheless!
I plan to merge this game into another game I worked on in a past jam, The End Always Come, and work on the combined vision in March.
I will allow weapon swaps to different types, and mouse clicking will also be for throwing a closer-range weapon for enemies that break through the orbiting weapon.
this was fun to play! I love games like vampire survivors, so I enjoyed this a lot. when picking upgrades, it seemed like the doors didn't serve any strategic purpose. would it matter which doors I open, if they're all random to me anyways?
Thanks!
Technically, it is all RNG for this game jam, but in the future, the doors will have a rarity, too. It also serves the Fear Of Missing Out when shown the doors you missed out on and kind of honestly plays into like a slot machine game mechanic.
I plan to continue this game with a past game I made, The End Always Comes, in March. Would you be interested in play testing that one when it is ready?
The doors almost seemed like they were just there because they had to be, otherwise the game is fun. I made it to level 21 and can say I had way more money than I could use, and my first time playing I got stuck going between things that looked like I would fit in between.
Thank you for the feedback and excited to see you make it to level 21; That is further than where I got during playtesting!
I'm thrilled to see the game loop is at least fun for you.
Regarding the doors, their presence is designed to add an element of strategy and suspense, offering players a choice. They could have been replaced with another object, darkness, a card, etc, but I believe that is true for any game with a choice.
The doors also have some meta references I had sketched out:
Good game, I'm not into this genre, but it was cool to play!
I want to point out that the money doesn't have much effect in late game, since weapons price won't be higher, making it a bit unnecessary.
Thanks for playing, especially as it is not a genre you're into. Much appreciated RickZinho!
I agree that the gold system early on is decent but loses all value at further levels. When I continue the game, I will revamp the balance of reward, cost and purchasing.
A very fun game, I wanted to try it over and over again. But unfortunately i'm bad at this type of games, so my high score was level 5.
Sometimes me or the enemies got stuck in the collision of the houses.
I appreciate it 😊!
I believe there is a too-large collision around the house, but to stay true to the game jam, I will fix it after the game jam as it is a non-crashing bug.
Interesting take on the theme. I always like to play vampire survivor like games :D
Some things I have noticed:
Overall a pretty good entry, good job :]
Thanks for the feedback.
I plan to continue this game by combining it with a past game I made, The End Always Comes. Would you be interested in play-testing that one when it is ready?
Sure :)
Fun game! Nice little spin on selecting power ups when you level up!
I agree with another comment about more SFX to help juice things up. I wish I had another attack for enemies that are too close, but maybe that's me not being super familiar with the genre. Plus it keeps you on the move, which is good!
The visuals are simple and clean. I found myself really getting into weighing my options with which power ups I could afford. Good work!
I plan to continue this game by combining a game I made in the past, The End Always Comes. I am hoping to spend all of March making a much more refined game.
In that game, the mouse buttons can be clicked/held for throwing a spear, and I think I will be adding that mechanic to this game for killing enemies that get past the orbiting weapon.
Looking forward to it!
I love Vampire Survivors and any games like it, a cool way to tie it in with the theme of this project!
I noticed a few bugs, the direction of the animation wouldn't always match up with the path I was taking, and I did have some issues with this crashing in the browser due to taking up too much memory.
I noted the bugs and will fix them after the jam. Desktop version would probably get around the crash browser issue, but I've managed to hit +lvl 17 without any browser crash.
I plan to merge this game into another game I worked on in a past jam, The End Always Come, and work on the combined vision in March.
I have a GIANT list of things to change, add, and expand on, but given you love Vampire Survivors games, would you want to play-test the next version in March?
Sure thing, I'd love to!
A really good game ^^
Appreciate it! 🙏👏
Big thing is missing that is sound effect, there are few but that are not impactful,no music in menu. when choosing door as powerup maybe teleporting player to that room. Have a great day)
Thanks, totally could add more sound effects specifically for the choose & reveal screen.
There is background sound throughout the entire game, but no sound effects for unlocking/revealing/purchase.
Teleporting to another room is an interesting concept, but would conflict with the genre of roguelike and break the experience. I also tried to avoid the literal usage of the theme where the door would be used for scene changes/going into a room/teleporting.
Whats behind the doors , Powers ups ofc :P. By the way great game
Thanks!
In a roguelike game, I figured power-ups were the best thing to be behind the door!
The game was fun, and I played it for quite a while, but I thought going into this game that you could buy more swords that orbit around you. And was kind of disapointed that it wasn’t a feature. That is my suggestion for the game. Overall I like what you did with the theme, and the game is fun. Well done!
100% agree!
I plan to combine my prior game jam game and this game during March.
The major change will be that you can throw a ranged weapon by mouse clicking/holding. This will allow attacking enemies that make it past the orbit.
I also want to have the start button go to a screen where you don't know which character you're getting, and you pick one of the "reveals", then the weapon, you can pick one of them.
One of the reasons why I did not add more swords is due to performance issues around the radius updating and rotation. With enough of the weapons circling the game would grind to a halt. However, the player can get the same thing with enough attack speed on a single weapon.
Interesting take on the theme. I like this genre :)
Thanks, I really appreciate it! Do you recall which wave you managed to get to and how many times you reattempted? Asking to see if I have a decent game design loop,
There was soooo much more I wanted to add. Particularly with the theme, I wanted to add when the player presses start is to choose 1 of 3 doors to select their character, and then unlock one of three doors to select their weapon.
I think i got to like level 7 before getting stuck in one of the walls and getting swarmed lol. And yeah, I get the frustration with wanting to add more. You always try to fit everything inside the scope of the jam :). Happened with our game as well. But don't worry, I liked what I played :)