Holding left click didn't seem to change the weapon's attack or deal any extra damage. Theme took a bit of a backseat but it was a nice game with some great pixel art.
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MysticSpirit's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art/Graphics | #22 | 3.607 | 3.607 |
Fun/Engagement | #26 | 3.107 | 3.107 |
Overall | #47 | 2.768 | 2.768 |
Audio/Music | #51 | 2.679 | 2.679 |
Theme | #88 | 1.679 | 1.679 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Cool art ! I feel the ranomdly generated level made it hard to have a sense of progress. I didnt know if I would start over from the begining when dying, same for reach stairs, it seems like there were no difference between starting over and reaching a new level, so it quickly felt pointless, I don't know if there was a end or something, I never found a second set of staires without dying. I wish I couldve swapped weapon, it seems like I could only drop it. I felt the attack animation was a bit too flush with the attack rate, meaning that sometimes I would feel like I could attack again but it wouldnt, so it was hard to position next to an enemy at the right moment of the attack, also I couldnt tell if the enemies had a winding animation or something, the projectiles would instantly happen and I could almost instantly die from ennemies attacking at the same time.
- The art for this game looks pretty nice. Unfortunately I got pretty frustrated playing it. After a couple tries I just had to keep resetting until I got the crossbow because it was really the only way to win. It deals as much damage as the sword and half as much as the hammer despite being much faster and safer. Some sort of telegraphing on the enemies would have been extremely helpful. Every time I walked in a room I had to instantly start moving in case a goblin spawned and threw a knife before I had any time to interact. Also having the player get knocked back and not be able to move during their invincibility was an extremely frustrating choice. I had multiple deaths because I accidentally stepped on a spike and then got knocked into another spike which kills you because you can't move until you're vulnerable again. I think it's commendable to try to do a roguelike for a jam game, but I think paying more attention to the core of the game could have made for a more enjoyable experience.
Did you work alone, or as part of a group? (If in a group, list their names)
I worked alone
Disclose if you used any public domain assets or not.
I did not
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