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A jam submission

Voidbound FateView game page

Cosmic horrors in a story focused dungeon crawler.
Submitted by ShrackAttack, hiijcat, tfx (@tfx_ste), Kirrund — 8 hours, 39 minutes before the deadline
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Voidbound Fate's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#603.0533.053

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
The themes of Cosmic Horror open themselves up with the introduction of a house that seems to connect to otherworldly realities, and the start of some dark ritual. The ancient ruins of Carcosa are present in the attic, and the endless void is present in the closet.

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Comments

Submitted(+1)

I liked the visuals and the sound. The movement was a bit on the slow side but aside from this I can really add anything new then what others already pointed out.

A solid entry.

Submitted(+1)

I really like the style you're going for here. the music and visuals are all nicely made. I especially like some of the enemy sprites/ player character designs, and the 9 lives gimmick is a clever use of the character design being a cat and trading their lives around.

To be honest I could not stand the combat, it gives almost no feedback to what the enemy is doing and feels like I might as well just roll 4 dice and see if me or the enemy instantly dies. I also somehow one shot both enemies in the last area while on my last life just by using guard and then 4 breaks. 

It feels like the combat could have worked better if there was some indication of what the enemy was going to do, maybe if you could see the first few moves they would pull out, or if it started off with less actions than instantly throwing 3-4 of them at you, meaning with bad rolls you can lose the first battle in 2 turns without knowing what's going on at all.

As others have pointed out too yea, the text moves by far too quickly and while gameplay is still happening so I pretty much gave up reading it after the first corridor. I usually dont have too much trouble reading quickly but the font used tripped me up enough times to just not bother trying.

Also just a small note on the models: You should use a custom material rather than unity's default material settings, as it makes everything have a bright plastic-y glow by default. You'll want to set the material roughness to much higher than the default to get rid of that.

Developer

I appreciate you taking the time to play and the nice comments. And yeah, in hindsight we should have added a skip or continue button for the dialogue.

For combat, we agree. We were initially going to have it randomly show a couple of options the enemy was going to choose and they would have set choices they would make. Most issues with the combat system were simply a time issue as we didn't have time to implement it fully.

But again, thanks for playing!

Submitted(+1)

"The End?"

I had plenty of fun playing this. First I really like your implementation of the horror+solitude themes. I enjoyed the weird "It was only a dream. Now bear's talking" ending, it's very appropriate. I think the game felt surreal at least in some parts, which given the ending was intended. I like the dialogs, for example the cat being a cat when talking about the rats, I'll deal about them if I feel like it. One thing I really liked was that the dialogs did not interrupt exploration. The 3D part is functional, there are several environments and the view is good but I love the 2D parts of the art, the portraits look great and so do all the enemies, I took some notes that I liked The Rat King and the Moon dog? but all of these really. I also really like the music as you reach the basement. I like the push-your-luck aspect of the combat, as you don't want to use your lifes too early, and in the same time the more into the game the less you want to die with remaining lifes left. I restarted twice. I think I won the game with one remaining life and was very lucky with the two last encounters so from my experience the difficulty was appropriate, which is something I highly value.

I can see the game benefit from just a few extra consumables. Tecnically I'd say movement is a bit slow but with the tight levels it was not much of a problem here.

That's a very cool and original entry, thanks for sharing.

Developer(+1)

Thanks for all the great comments and taking the time to play. We had a lot more we were going to do with it, but ultimately had to make cuts just due to time. We had planned for the bear and cat to actually have a couple of abilities altering combat as well, but yeah, just a time issue.


Really appreciate it!

Submitted(+1)

Like others said, the story went by too quickly, but it seemed very appropriately creepy for the theme. I liked the design of everything, even if they didn't all fit together. The first encounter with something otherworldly in the basement was a thrill. 

The rock-paper-scissors combat has potential, but not in it's current state which is just entirely random. Maybe if you only had a limited number of each action, and you could see some hints about what the enemy might do.

Submitted(+1)

Looks nice graphically and sound seems nice both music and effects.

Text should be clickable so players can read in their own time. I did not have time to read through it because it swapped so quickly. Better to have a click forward and a skip button.

Got stuck in a bug in combat where I could not make anything, the selection boxes did not show and the enemy was not doing anything.

Submitted(+1)

I really liked the environment and music there, they were very fitting. Healing by “borrowing” lives from a cat was an interesting touch :)

I went through a combat, but for me it felt too random, as your choices, in essence could be just random and it would lead to the same results as trying to choose your actions.

Story was told a bit too fast, it was hard to keep up with it, maybe I’m a slow reader, but having 20-40% more time would be nice.

Submitted(+1)

My issues with the combat have already been said but the idea is really good! I like the rock paper scissors approach, can see how it would be really fun given some more time!  It took a bit to get used to the combat and to understand what was going on combat-wise in this release nonetheless. The environments look really nice and the banter was the highlight of the game!

Submitted(+1)

Such a unique set of characters and setting for the game. I especially enjoyed the dialogue between them all. Graphics, sound and music are all good and cohesive, creating a memorable atmosphere. You already know about the shortcomings of the battle system. At the very least I feel like there needs to be more feedback regarding taking damage. I noticed an issue where it's possible to turn away from an enemy just as you are engaged in combat or indeed be engaged in combat from the side, so the enemy cannot be seen. Overall a solid entry and a great idea for a dungeon crawler.

Submitted(+1)

Love the banter between the characters and exploring the house. I don't get how the battle system works though; I was just selecting things at random, then I'd lose hearts and have no idea why.

Developer

Copy pasting what I mentioned to a post lower down regarding combat: "We didn't quite finish it so it's missing a couple of elements. The idea was to have a set attack pattern for each creature type and then visually show some of the elements the enemy chooses each time. Harder enemies have more choices and higher health, etc. We didn't get to the showing of the enemy choices due to time. So yeah, in play right now there's no real way to "know" what choices you should make and it's just feels sort of random. Unfortunately just ran out of time on that front."

We appreciate you taking the time to play and letting us know your thoughts.

Submitted(+1)

Great atmosphere and music, the art style and characters are great too ! 
However I must admit i'm not a big fan of the fighting system, maybe I don't understand it well but it seemed too random for my taste. 
Like someone else mentioned I also don't understand quite well what dictate the number of actions you can do in a fight, sometime it's three, sometimes four. 
But the game benefit greatly from the cast and the ambiance, I love the idea of being a child exploring his house basement with his cat and teddy bear, it's so cute. Love the idea.

Developer

Appreciate you taking the time to play and give us feedback.


Copy pasting what I mentioned to a post lower down: "We didn't quite finish it so it's missing a couple of elements. The idea was to have a set attack pattern for each creature type and then visually show some of the elements the enemy chooses each time. Harder enemies have more choices and higher health, etc. We didn't get to the showing of the enemy choices due to time. So yeah, in play right now there's no real way to "know" what choices you should make and it's just feels sort of random. Unfortunately just ran out of time on that front."

So I totally get where you're coming from. Thanks again!

Submitted(+1)

Love the atmospheric music / sounds in this game!

Also, fantastic pixel art, the cats face is amazing! <3 Great concept to have 9 lives which are borrowed from the cat.

The intro text is quite slow. It would be nice if there was a “next” option to speed it up. But, the font is a good choice and the color changing based on who is narrating works well.

The movement felt a bit slow and I found myself needing to wait for the camera to move if I wanted to navigate somewhere quickly. Otherwise, the controls were solid.

The free looking camera felt quite good!

Although combat was easy enough for me to get through, I didn’t quite understand what I was doing. Sometimes I have 3, 4, or 5 choices and I don’t know why. I would have loved some kind of visual feedback to indicate if I should be blocking / breaking. It seemed that no matter what I did, I would always lose at least one heart during a round in combat.

Why is this basement so big and terrifying! ;) At first, I thought the characters were over reacting about the rats because there were far worse enemies in the basement… but then I found the Rat King… horrifying pixel art! Okay… just reached “The Yellow King?” (O o O) – Nice work.

One bug I found: If you engage an enemy but are not facing them, you cannot move the camera to face them.

Also, it would be great to have a “Try Again” button after you die.

I really enjoyed this one!

Developer (1 edit)

Understandable about the combat system. We didn't quite finish it so it's missing a couple of elements. The idea was to have a set attack pattern for each creature type and then visually show some of the elements the enemy chooses each time. Harder enemies have more choices and higher health, etc. We didn't get to the showing of the enemy choices due to time. So yeah, in play right now there's no real way to "know" what choices you should make and it's just feels sort of random. Unfortunately just ran out of time on that front.

Appreciate you taking the time to play and comment!

Submitted(+1)

Love the vibes of this!! I love the art especially. The music seems to be inconsistent with the volume sometimes but nothing that couldn't be solved. Great job overall!! 

Submitted(+1)

Nice game! Love the quirky cast.

(+1)

Nice! I love these types of games

Submitted(+1)

Nice job! great presentation and atmosphere!

Submitted(+1)

Solid implementation of a rock paper sicssors battle system. Well made graphics, especially the cartoony sprites, cool soundtrack, solid movement, multi level dungeon, a party, humor, banter between the charactes. VERY solid entry in the jam.