i love this art style. The
character design is amazing good work. keep it up.
Criteria | Rank | Score* | Raw Score |
Graphics | #508 | 3.283 | 3.283 |
Audio | #587 | 2.891 | 2.891 |
Fun | #607 | 2.913 | 2.913 |
Overall | #674 | 2.848 | 2.848 |
Game Design | #681 | 2.848 | 2.848 |
Innovation | #689 | 2.674 | 2.674 |
Theme | #873 | 2.478 | 2.478 |
Ranked from 46 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?
Swarm of Enemies
Did you write all the code and made all the assets from scratch?
Yes
i love this art style. The
character design is amazing good work. keep it up.
I love the art and design of the room! I would have liked more upgrade options because I saw them begin to repeat themselves. Other than that good work!
Pretty solid game I liked the visuals but I did wish the weapon had a bit more range but overall great work!
I think this is the first time I've ever played a game as a honey badger. I liked the upgrade choices and their names, but wished that either my default weapon had a longer range or the enemies had a shorter range. It was very difficult to hit them without getting damaged myself.
It's pretty fun, crazy seeing unreal being used as a 2d engine.
great job!
I really liked the concept. At first I thought the map was too small but after only a few seconds I realized that he was in a asylum cell and that's what the whole concept was about. I think it's very clever to make him on the run from his demons, plus effective upgrades and good details in the names! Well done ☺
Thanks for submitting your game to the stream! If you wanted to look at it again in the future heres the vod timestamped to your game
Pretty cool game!
The graphics are nice, not sure about the theme though.
Glad you liked the art. Theme is not very prominent indeed. We kinda wanted to convey the mental state of the main character getting worse as you level up and getting stormed by the illnesses, but at the end time did not allow to make it apparent. So the theme is more conveyed through the swarm of enemies getting bigger and bigger.
A vampire survivors like where the upgrades negatively effect you is a very interesting concept worth expanding on. The asylum theme as well, maybe in a way different from most survivor games, you could start to break out of the asylum and the level would get bigger. There's a lot of ways you could take this.
As a Vampire Survivor fanatic, I really enjoyed this game. Having abilities negatively affect your health/movement made for interesting decisions. It was also very cool to see that you all made everything from scratch, the asylum background was well-done. I'm sure you had more abilities and such planned, but that's the essence of game jam... you never get to put everything you want in it haha. Good job to the whole team!
A nice twist on the bullet heaven genre with the mental health upgrades. At first I didn't realize my mouse is what aimed my weapon, but once I got that, I did pretty well - I think I got to the end, but it seems like it just changed to an odd camera, so I wasn't sure if I died or won. There was something I really liked about the colourful upgrade coins. Maybe it was the contract of colour vs the drab greyness of the asylum which is a pretty cool touch.
I loved the concept of the Asylum and the enemies somewhat representing your fears, while power ups being your psychological problems. I did not see the relation with the theme, but the game was ok. An intro and outro screens would have been nice.
The relation is that the more power ups you get the more mentally ill you become and at some point you get overwhelmed by the psychological problems and you face yourself as a mirror boss representing you commiting suicide. At the beginning everything is relatively calm, but the more it goes on the more "stormy" it gets. Time did not allow for into and outro screens, but they will be added after the jam. You are the one of the first to comment on the Asylum map , glad you liked it!
Inside an asylum cell dealing with psychological demons is an approach to this theme that's out there but also fits so well in this catalogue of games. The idea of dreadful beasts spawning and surrounding the player definitely embodies the themes of growing anxiety and worsening inner demons, and it's pretty cool to gain, stack, and switch between upgrades throughout the game.
It's in this game loop, however, where I start to notice issues. The most blatant is the interruptive nature of the upgrade segments and enemy spawning mechanics. The upgrade template comes out of nowhere, disrupting the flow of the game, and the enemies can often spawn on top of you with no warning, making for unfair situations despite the demons themselves not doing much damage even in a horde. As for the horde itself, the damage they deal is well balanced for a horde to be threatening, but dealing with them quickly becomes one-dimensional and routine, with many conjuring into a thick line behind as the player automatically swings or blasts them with bombs and center explosives. The upgrade system feels like it should break the monotony, but the overlap on the areas they cover and the lack of enemy strategies extinguishes any chance of that happening.
I got the sound working after stream! Added a lot 👍. Sorry again I couldn't get it working on stream.
Very faithful take on the survivors genre and I liked that upgrades had both positive and negative effects.
Thanks for sharing with my stream! Here's the VOD of your game: https://www.twitch.tv/videos/2253652240?t=02h10m06s
i think the game was pretty good but it might benefit from manual melee attacks. i think it'd be a bit more fun if i could just click to swing the sword, but other than that it was petty good. nice job!
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