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A jam submission

MysticSpiritView game page

A roguelike
Submitted by dkytsne — 3 days, 2 hours before the deadline
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MysticSpirit's itch.io page

Results

CriteriaRankScore*Raw Score
Art/Graphics#223.6073.607
Fun/Engagement#263.1073.107
Overall#472.7682.768
Audio/Music#512.6792.679
Theme#881.6791.679

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.

  • 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.
  • 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.

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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Comments

Submitted

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.

Developer

smth is wrong on ur part

Submitted(+1)

this was really fun game and good difficulty. those random dungeons were awesome

Submitted(+1)

this was really fun game and good difficulty. those random dungeons were awesome

Submitted(+1)

really well done, everything fits the same aesthetic artistically.

The swing attacks feel a little sluggish though, thats the only improvement I can think of

Submitted(+1)

Cool game! Looks like a lot of work went into making this! The art looks really nice and fits together well!

Submitted(+1)

I like it! It's just really hard, or I'm just bad, or both. Probably both

Submitted(+1)

really like it just wish it was zoomed in little bit more

Submitted(+1)

this is a fun time sink, even if I did keep dying quite quickly!

Submitted(+1)

Decent game overall, but one game breaking bug and a couple little things hold it back.

1. The boss fight doesn't work. After killing the big slime, the smaller ones spawn outside the arena. The only way to kill the smaller ones is to put your weapon's hitbox through the wall and just hope they don't get stuck off screen.

2. Doors permanently close behind you. After you finish a room, I feel like both the entrance and exit should open up to allow for backtracking.

3. The weapons were just unbalanced. The hammer was impossible to use because of its speed and the sword just wasn't worth it when you could just use the bow instead.

With all of my complaints out of the way, I still think it's fun to play. The graphics are great, I like the music (though I didn't really catch many sound effects), but overall I enjoyed it. Good Job!

(Also if you could play, rate, and give feedback on my game I'd much appreciate it)

Developer

I acknowledge everything you pointed out but you can't do much in a week. As for the boss, I wrote a guide on how not to break the boss in the description! Thanks for the feedback! I'll make sure to check our game but it's 12 pm right now,  so tomorrow!

Submitted(+1)

Oh yeah one more thing I forgot to mention is that the there wasn't really any form of "guide" in the game. I know that the light is "guiding" the player, but the game wouldn't be any different without it.

Submitted(+1)

very funny, you have done a good job with art and mechanics. Good job!