Play game
Descend's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
AUDIO | Did the game have great music or sound design | #13 | 4.167 | 4.167 |
VISUAL | Did the game have nice graphics or art direction | #21 | 4.389 | 4.389 |
FUN | Was the game satisfying to play or did it bring you joy | #32 | 4.000 | 4.000 |
Overall | #37 | 3.911 | 3.911 |
MOOD | Did the game have atmosphere or make you feel something | #65 | 3.722 | 3.722 |
IDEA | Was this game super interesting or innovative | #125 | 3.278 | 3.278 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
This game is great! Awesome pixel art visuals, music and sound fx, gameplay, the enemies, the pacing, the lot. There’s not much more to say that hasn’t already been said by others. Really impressive.
I played on my laptop trackpad which makes melee really hard, but I can assure you that I’ll be fetching my game controller and giving it another few goes.
Can't even imagine playing it with a trackpad - not surprised it was hard! Thanks so much for taking the effort to get it working on Mac too, really appreciate that you went to the trouble :)
Fun game! love the artwork and a lot of effort has gone into the variety and AI of enemies too.The different player characters were fun to try out. very well designed, Good job!
Thanks so much! Was a nightmare trying to balance the player characters, so thrilled that they were fun :)
Great job - I love the art and the audio/sound design, especially. There's not much feedback I can give that hasn't already been given (projectile dodging difficulty with some enemies, not outright stopping the player from moving during reloading and such, etc).
Oh, also, it was cool to see that something like this can be made in Godot.
Thank you so much! Cheers regarding the feedback - there's definitely been a few key areas brought up for improvement across the board, which is going to be really helpful for future projects :)
Amazing Work ! I love it's !
all the work done in this game!
The feedbacks are very well balanced.
The game requires a certain amount of concentration and in this type of game I find that this is always welcome!
Very great game ! bravo
Thank you so much! Really happy you had a good time with it :)
Hey this was really good! Reminded me a bit of "Enter the Gungeon". I actually played through the game with all 4 characters. Pyramidhead gave me the most trouble, was hard to get the rhythm right with him, and dodging his "bullets" by going between them seemed close to impossible. Also I'm surprised how you managed to recreate the creepiness of the last boss using pixel art.
For constructive criticism, all I can think of is letting player move at slower pace when shooting/reloading instead of stopping outright, and have the fourth character's melee do more damage, it seemed weaker than his safer shotgun.
Thanks so much!
I've had a few comments about that miniboss - I definitely need to tweak the difficulty for it, it's caused problems for a few people now. Might well have a play after the jam period and see if I can patch something in to make it more manageable
In theory melee should do the same damage with all characters, although in retrospect the character with the chainsaw should definitely be more dangerous with melee! I think in general melee is lacking visual feedback too, something for me to play around with in future titles
Cheers for the detailed feedback! Really appreciate it :)
Very tense, great vibes and fun. My only complaint is that projectiles seem disproportionately hard - maybe shrink the player's hit box a bit? Sometimes it feels impossible to fit between projectiles. The pixel-art enemies from classic games are excellent!
Thank you! The pixel art was great fun to do - really glad you liked it!
Great point on the hitboxes, I find I really struggle to get this right - I'll make sure to playtest more with subsequent releases and try and get them to feel right. Really appreciate the feedback - cheers :)
I appreciate the classic resident evil-style movement stopped when reloading and shooting. I had to play more of this immediately and this is highly replayable. I did have a really hard time with the triangle head mini-boss though, and compared to tv girl, I found that mini-boss even more frustrating to deal with, being in a small room with such a tight movement needed to dodge the small gap in the bullet circle. Overall, I would love to see this iterated on, and I'll definitely play the updates!
Thanks so much, glad you enjoyed it! I'll take a look at the settings I've got for Triangle Man, as he's definitely too difficult as a mini-boss - cheers for the feedback on this, I'll have a play and see what I can come up with :)
This was super fun to play! First of all, I love the art style and the aesthetic. The music was great and I love that it dynamically changed so I knew when I finished a room. I also liked the level of difficulty. It was the perfect amount of challenge that made me want to keep playing after I died. I love all of the different enemy types and TV girl was a fun boss battle. Good work! :)
Thank you! Glad you enjoyed it, coming up with the right mix of enemy types was a whole lot of fun :)
Nice pixel art and audio design. Got some Gungeon-vibes but with more towards horror.
Thanks so much! Enter the Gungeon was a big influence, glad it came across :)
This is really really good! Love the pixel art -can tell a lot of love went into this! Really fun and had good juice / effect too -very satisfying to play -awesome work on this!! :D
Thanks! Very happy you enjoyed it, was a whole lot of fun to put together :)
Hey, great game dude! Your pixel art is amazing, I loved the enemies' dying animation in particular. Sound fx and music are also great. Idk if this was an inspiration for you but the reminded me of Enter the Gungeon. One thing that I think can be improved is the use of the analog sticks for movement. I might be wrong but now it registers 1 or 0, considering the deadzone, and this is fine, but in some occasions having a slower and more precise movement would help, like when you try to dodge bullets from the TV girl (I like the names too haha). And also, the analog stick registers "pressed" on the menus, which makes it cycle too fast. It's ok, because you added the directional pad input, but if the player feels the stick is the main entry for movement, it automatically associates it with menu navigation. Sorry, this sounds very nitpicky but I think these little things make a difference. Great game overall. Cheers!
Thanks so much, Enter the Gungeon was very much an inspiration, delighted that it came across. Thrilled with your comment about the pixel art too
Always very happy to get nitpicky feedback - I find it incredibly helpful for future games, so thanks! I rarely play with a controller, so comments are really useful to me here. Granular control with the analogue sticks is a great point, and shouldn't be hard to implement for future projects - might be fun to adjust animations based on speed too!
With regards to the menu navigation, this is entirely my own fault: looking through my code, I've used is_action_pressed() rather than is_action_just_pressed() because I am an idiot. I'll leave it in it's current state during the voting period, but will try and remember to fix later!
Cheers again for the feedback, means a lot to me :)
Fantastic game!!! The art and animation is really good. Having to stop moving to shoot and reload need a little bit of time to get used to, but I don't mind. My suggestions are:
- when using shotgun. I have to press R many times, so I have to move my index finger to press R a lot. (while running away from enemies) so reloading should use another key instead.
- Also when we run out of ammo, we should be able to left click to reload as well.
- When getting items from the chest, I did not have enough time to see what I got. Would be nice if it stays for longer.
- melee attacks could use some indications to tell players how big its area of effect is.
I like the game. I also use Godot and GIMP, so it's really cool to see what I could one day achieve if I don't quit first :D
Thanks so much for the feedback! Your suggestions are brilliant, so I've implemented some of them:
With regards to the key mapping for reloading, I really need to start adding full control remapping for future projects, and will certainly be looking into doing this for the next large scale project I make to improve accessibility and allow for people to play in their own way. Hopefully for now the click to reload setting will be helpful as a stand in.
Best of luck with all of your projects too! Hope you're enjoying Godot as much as I am
Nice. I'll check it out :)
Just woke up today and have this idea so I'll put it here.
Add a way to cancel reloading in case you start Ro's reload by mistake. From sprinting or melee attack will be a good choice.
Ok bye :P
I think you can! Try dashing while holding a direction during the reload animation
Of course there's every chance I broke it at some point during updates - I'll test when I get back from work :)