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Criteria | Rank | Score* | Raw Score |
Audio | #78 | 3.627 | 3.627 |
Graphics | #104 | 3.863 | 3.863 |
Game Design | #177 | 3.373 | 3.373 |
Fun | #184 | 3.275 | 3.275 |
Overall | #199 | 3.284 | 3.284 |
Innovation | #282 | 2.863 | 2.863 |
Theme | #415 | 2.706 | 2.706 |
Ranked from 51 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?
Every time you pass through a door, the roll of the dice determines what lies beyond, challenging you to guess what's behind the door.
Embark on an exploration of ancient pyramids in The Collector.
Did you write all the code and made all the assets from scratch?
The code is written from scratch, and the assets are rebranded versions of art for which we hold the commercial rights.
Thanks for submitting your game to the stream! If you wanted to look at the vod again in the future here it is timestamped to your game
Dont mind charging attack but it seems i can only hurt enemies to the right of my character. wish i move while attacking. and more indicator when i get hurt like a screen shake thats noticable. But good game just needs a little more polish.
That was really fun. Good job with a solid rogue like in that short of time.
Glad you liked it!
The attack is so unusual, I knew I needed to have the player test the attack out. Having it during the intro scene is a combination of me doing the intro last in the project and using the whole player controller during the intro (coz that was easier at that point), realising I could just disable/enable it and set some flags on the intro scene to get the desired effect.
Nice work! Graphics and sounds are great! Nice little spin on some vampire survivor type mechanics. Having to figure out the spacing for the charge attack was neat. I wish the hitbox for it covered a little below me, but other than that, it was smooth sailing. Good work!
Sounds great.
Visuals also good but I did find the text a bit hard to read, not sure if it's a 'me' problem though; I am on a standard 1080p screen. Maybe it looks better at higher resolutions?
Combat does feel a bit lacking given it is likely to be your main focus. The first couple of run throughs, I didn't realize that the character followed the mouse and that there was no basic attack, only the charged attack.
Given the name of the game, it was not immediately clear to me what I'm collecting after eliminating the enemies, I think it's the little orbs that are the drops? Were there other drops/souls I should have been looking for? This might just be me being a noob but I found the next room difficulty scale to be pretty tough? I couldn't get past the next room and there were enemies that I just seemed to hit but didn't damage at all? And there were a lot of enemies all at once and there was no way to avoid the surround.
I did find a bug on the next room, I could get out of bounds by going down towards the door.
Thank you for the great written feedback.
The text is a result of scaling up a low resolution three times their size. This is done to get that retro feel in the pixels. The drawback is that fonts can appear as they do in the game. Given more time we could work out a font that draws better in low pixel counts.
Combat is special. We were aiming for a different type of combat with the need to charge up. And I think that with some tweaking and rework we can get the charge-up to feel good. Bur right now, it is for sure rough.
The MC collects souls. We were not able to make this super clear to the player, the small whisps/orbs that enemy drops are souls captured by that enemy. And then you have the enemy soul that you write contracts for. Each time you kill a certain enemy, you collect its soul. The souls then get turned in to complete the contract and write a new ones. Each contract boosts the MC before turning the souls in. So you only need to turn in the souls to start a new contract and keep the power from the previous.
If you don't have signed a second contract before the 3rd room you are probably gonna die. One point in charge up and some damage and crit seems to be a good combo.
And I thought I patched those doors tight!
Nice visuals and sound design. I think the combat system could use some more depth though, since it is the main game loop.
For example if you were required to aim your attacks, or could make combos. Right now I mainly stand still and hold Mouse1
Nice slasher!
Hard to stay on place, when attacking - some mobs are quick. Visual and sound are nice.
And very cool menu!
Bit hard, but it's quite satisfying to kill enemies! Visuals are very nice!
Really fun creative idea, nice audio and visuals,well executed and well polished, good job! c:
Addicting game, it was hard to stop playing. The pixel graphics were cool, too.
cool style of game, unusual concept and cool graphics and design. The atmosphere is also immersive. The only thing that is hard to play. The player must gain charge in order to strike and this rarely happens because many enemies are attacked at once. also during the recruitment process charge and attack, you cannot turn around to hit enemies who are behind
The graphics are pretty cool, charge mechanic took a while to get used to.
The animation is amazing! Love the graphics and audio in the game a lot :) I had a lot of fun playing this game ^^ Amazing job on it!
Once i got a hang of the charge mechanic i was killing it! Enjoyed it alot!
This game was fun! I love the art, and the idea of an attack having to be charged up is a really creative limitation! I think the way it is currently implemented makes the combat a little boring but could definitley become really great if pursued!
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