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A jam submission

The CollectorView game page

Submitted by HENKiBRO, SGTEMO — 9 hours, 47 minutes before the deadline
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The Collector's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#783.6273.627
Graphics#1043.8633.863
Game Design#1773.3733.373
Fun#1843.2753.275
Overall#1993.2843.284
Innovation#2822.8632.863
Theme#4152.7062.706

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.

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Comments

Viewing comments 19 to 1 of 39 · Previous page · First page
Submitted(+2)

Really good game! The aesthetics, the different musics, the sound design, all the features, the concept, the cutscene with the integrated tutorial... Everything is really polished, that's awesome what you managed to achieve during a 7 days jam oO!

However, the combat is... Weird. The game lacks a little bit of depth on that part ^^'. I would have prefered if you could release at any time, but the more you charge, the more damage/knockback the attack does. In that state, we cannot react to anything, so our only option is to run in circles and take the time to hit a couple of enemies, rince and repeat, which gets old very fast. In fact, I played it a bit more than what I thought because I've found an exploit where I could spam-click after charging my bar to do a lot of small attacks, which added a little bit of that depth I wanted, but it didn't change the fact that I needed to charge first :/.

That's honestly the only "miss" I see in that game. Everything else is so polished, so amazing, so fun! Despite its flaws, it's still an incredible performance and you can be really proud of it.

Developer

Thank you for playing! 

We had bigger plans som the combat but didnt have the time to implement it sadly :/

and thanks for the feedback!

Submitted(+1)

Had fun with this one, good stuff!

Developer

Thank you!

Submitted (1 edit) (+1)

The game is clear, very fun to collect souls and stack upgrades, and the art is very good!

The only thing I missed was that a frame in the enemies animation where they anticipate the attack. Sometimes I thought I was far away enough from a big guy and then the next frame I was dead. As balancing goes, in most levels I made my way to the bottom right corner and then pretty much held the attack button down for easy kills (I went for Attack+ every time I could)

Developer

Thank you for playing and giving feedback!

Yeah we wanted to do so much more with the combat and the enemies.

But we didnt have the time :)

Submitted(+1)

I loved the tutorial. The game after is very clear and enjoyable. congrats!

Developer

Thank you for playing and giving feedback!

Submitted(+1)

Nice game. I loved the style and the idea of collecting souls for contracts was great.

I agree with some other comments that the attack speed, and the monster speed at the start of the game was off balance and made it feel a little too hard. I think the best advice I was given, especially for game jam games, is if you the designer think it's easy, make it easier.

But, once I figured out the technique, I had a lot of fun completing contracts and upgrading my player.

Really great potential, I hope you keep working on it.

D

Developer

Thank you for playing and giving feedback!

We have talked about making it a full game with more enemies and adding diffrent combat and so on.

Only time will tell ;)

Submitted(+2)

I love the art and music but the gameplay feels a bit off. The speed of the enemies coupled with the slowness of attack charging and inability to move while attacking makes it feel like the only viable option is to kite them around the room then sit in one of the bottom corners letting them run into your attack. And because the attack hits above but not below, being at the top of the screen feels like a straight up misplay. I saw in the other comments you mentioning that it gets better after a few upgrades but I think you'll turn a lot of people off before they get that far. I'd suggest either tweaking the current attack (speed it up or allow some movement) or adding other attack options that fill in the gaps and make combat a bit less one note.

Outside of the combat I do like the structure of the game, the progression and risk/reward of choosing to go deeper or start over are great ideas!

Developer(+1)

Thanks for playing and  the great feedback. 

I agree with you. The goal was a feeling of hoards of enemies getting at you and use the above attack as a tactical element. My partner in crime did voice most (if not all) of your concerns also. This was as far as we got. I think with some tweaking we can surely get there.

Submitted(+1)

Great visuals and sound! Super interesting mechanics with contracts and random door drops! Personally, I had a hard time with this attack mechanic. It breaks up the dynamic and is hard to control, but perhaps it has its place. Good job!

Developer

Thank you for playing and the feedback! :)

Submitted(+1)

awesome game overall! music, art, gameplay! great job.

Developer

Thank you for playing !

Submitted(+2)

i am so bad it this but i keep trying again it is a lot of fun 

Submitted(+2)

Nice job, awesome tutorial!

Submitted (2 edits) (+1)

A roguelike? with hades like combat? for a gamejam? I'm down!
From the beginning I was sure I'm going to like the game, seems to have responsive controls with good music and atmosphere.
But then I realized the attack is a charged attack, that you can just hold and enemies would just come to you and die, I don't even have to move
This really saddens me because I think a normal dash and attack like hyper light drifter would work great here, adding this and abilities would make it so much better
At this state I got past levels by just holding left click and turning to souls whatever I got from levels
Still gotta give it to you for the polish, music and art, that's well done.

Developer

Thank you for playing and the feedback! :)

We know about the hold the mouse and just slay almot anything. this get harder with the level on your hero and the level of the dungeon. 

We had som many ideas for this game that we didnt have time to get into the game.  

We wanted more characters for diffrent combat 
We wanted a boss with diffrent phases
We wanted diffrent monsters and much more
But we only had so much time ^^


Thanks again for the feedback! :)

Submitted(+1)

I don't know if I am just bad but the attack felt a little strange because of the charge, maybe if you could walk while charging would be nice... But overall, really nice work

Developer

Thank you for playing! 

And yes the charge feels pretty odd in the beginning but after som upgrades its almost instant :)

Submitted(+1)

From the very beginning, the graphics, music, and just general feel of the game definitely hit the arcade style spot on. Nothing really seemed out of place and the entire experience feels extremely polished and complex. I also really like the level at which it forces you to risk going for more as if you return to camp the next time you have to start out on the first stage again. There definitely is a lot of progression and replayability here and I think that's this games main strengths along with its theme.

In terms of things to improve, while there definitely is a lot of variance in what enemies can spawn, as well as the player upgrading over time, the gameplay loop could benefit from a bit more complexity. Maybe giving the player more options to fight or the enemies new unique traits could help elevate the strategy in this game and make it feel a bit more skill based.

All in all,
Great extremely polished game and it definitely hit the arcade feel right on the spot!

-Henry_Hamster

Developer

Thank you so much for playing!  We have so much more stuff we wanted to add to the game we had 1 boss and 3-4 diffrent enemies "ready" but we didnt have time to add them and balance them and alot more :)

Submitted(+1)

The game is very good looking, has very unique combat system and the audio is sooo good.

Well done!

Developer

Thank you very much for playing :)

Submitted(+1)

sound check gameplay check tutorial was not that great for me,It just felt reading too much text(I skipped)

green bar should be more big when clicking at tutorial i felt the game is bugged then I figure its teaching me how to attack

Developer

Thank you very much for playing and thanks for the feedback!

Submitted(+1)

The art is sharp!! 

Developer

Thank you!

Submitted(+1)

great tutorial! it got a bit tricky after that - i struggled beating the second room; cool art style and the fighting mechanic feels good

Submitted(+1)

Tutorial was really well executed. The difficulty curve was a bit too steep

Developer(+1)

Thank you very much for playing and thanks for the feedback!
The steep curve was meant to be but we didnt have time to refine the movement like a Dash and so on! :)

Submitted(+1)

cool concept, i liked picking a contract and going on an adventure B)

the intro sequence also acting as a tutorial was a really cool addition.

my only gripe is that if you adventure too far into a dungeon, the enemy count is super high and it gets really hard to survive. i wish there were cool upgrades letting you dash, attack faster and so on!

(hey, that's a cool idea if you guys plan on making a full game out of this!)

Developer

Thank you very much for playing and thanks for the feedback!

we wanted it to be pretty hard but we also wanted more enemies both flying and ranged. 

and the movement was 1 thing we wanted to look over but didnt have the time to refine that :/

 

Viewing comments 19 to 1 of 39 · Previous page · First page