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A jam submission

Gem ReaperView game page

Defeat monsters and gather their soul gems
Submitted by CatPasta — 2 minutes, 51 seconds before the deadline
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Gem Reaper's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#63.8653.865
Sound#93.9233.923
Fun#93.9233.923
Graphics#104.0004.000
Theme Use#213.6153.615

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What was your favourite part of working on your game during GDM?
Learning all the things to build this game and creating something fun beyond our previous skills. Seeing it all come together towards the end is always really fun too.

What was the hardest part of creating your game?
We really set a big goal for ourselves, only having made a couple small games earlier this year after learning some unity basics.

Did you use any pre-existing assets in your submission?
Yep. Synty pack for the models & a bunch of sound & particle effects.

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Comments

Submitted

Loved the game, the combat was engaging and the powerups also made it interesting, also loved the graphics and sound. On my second try I got to like the third or fourth room where there is lava and some fire traps, I walked on top of a box next to the railing and was able to walk over the railing and drop out of the game world, I definitely would have played a third time if there were checkpoints.  Would also be cool if the larger enemy dropped like 2 or 3 souls. I got two buffs and was very pleased when the second buff was combined with the previous one, rather then replacing it. 


I definitely enjoyed the game and it makes me want to also give a dungeon crawler/combat game a go! I see you also got it just before the deadline, congrats on the submission guys!

Developer

Really appreciate the feedback, thanks!

Yeah if we had more time we would've spent some of it definitely cleaning up bounding boxes and tuning difficulty spikes, but it's awesome to hear you gave it multiple tries! It's meant to be a hard game that you eventually beat by learning how best to deal with enemies without getting hit, rather than having any checkpoints. But maybe makes sense for a short playtime.

Submitted

I enjoyed the dungeon crawling aspect, and levelling up was intuitive.  Gathering a bunch of souls and seeing the progress bar jump forward felt really satisfying. The music was fitting for the dungeon theme. I did encounter some bugs where I couldn't progress further due to levelling up at the same time as destroying the last enemy/object, which may have prevented the trigger from firing off.

The abilities were a mixed bag. I found that the most useful abilities were the ones that allowed for movement whilst still attacking (All light attacks; level 1 and 2 range attacks). I found that abilities that resulted in the character standing still and remaining vulnerable for the duration of the ability's animation were not as useful as I had hoped (all heavy attacks, all shouts, level 3 range attack).  

  • The range of the heavy attacks felt short in range, even at level 3. Due to the windup and ending animation leaving the player in one position, I would be attacked by enemies that were outside the effective range. An improvement for the heavy attacks could be to increase the attacks range and area of affect, or include a form of movement that's part of the ability. 
    • For example, the level 1 could be an all encompassing attack that has a lethal area of affect when nearby, and a knockback effect that has a slightly larger area of effect and would buy a little time if enemies are still closing in (but were just outside the lethal radius); level 2 includes a dash forward for additional mobility; level 3 increases the number of rotations so that more attacks are performed in the same time frame.
  • The healing aspect of the shout was useful for recovery after battle and the level 2 and 3 attacks were useful when it hits weaker enemies. I think the cooldown for it was suitable given the potential it had. However, I would only use the healing aspect during combat by first running away so that the animation could end before I'm attacked. The stunning effect wouldn't work when an enemy is mid-attack. I think a potential improvement would be to lower the animation time of the shout after the effect has taken place, or make it a purely buff orientated ability e.g. level 1 is a block of healing, and some regeneration; level two increases speed and attack, and level 3 decreases non-shout ability cooldowns
  • The level 3 ranged attack could be useful when surrounded. I suspect the design of the level 3 ranged attack is why the level 3 heavy attack has a smaller area of effect, so that the abilities don't overlap as much. However, I found the level 2 ranged attack more beneficial as I could still move as the ability was in use, and could potential hit more enemies twice on the return path; the level 3 attack roots the player in place, and there's a dead zone that enemies can walk through as the axe travels along the ability's path.  A potential improvement would be to reduce the animation time or change the attack path to spiral outwards and then spiral back inwards so that enemies that happen to avoid the axe on the initial launch path would be hit on the return path.

It feels as though the ranged and heavy attacks were designed to be forms of crowd control, with the light attacks being used for singling out 1 or 2 enemies at a time. However, the length of the windup and cooldown animations and the area of effect limits their usefulness in their intended scenarios.

The rogue-like element of random selection of perks on levelling up was interesting, and would keep each playthrough fresh and force the player to adapt to different strategies.  However, the aforementioned issues with the abilities limited this aspect's potential, as I found some choices to be superior to those that were already felt detrimental.

The rate that enemies appeared and the gaps between encounters felt right. I always felt like I had enough room to manoeuvre around during encounters, even at the boss fight when there was a mob of enemies. However, this scenario did make the weaknesses of the critiqued abilities stand out.

Overall, I liked the rogue-like aspect and fighting through hordes of enemies, and that refining the abilities will enhance the game's replayability.

A fun hack-and-slash dungeon crawler. 

Developer

That's the most amount of feedback we've had so far, appreciate the level of detail you went into and agreed with pretty much everything! We're implementing most of these changes as a small update to the game to show friends, especially making the abilities feel better!

Submitted

Very fun game! You managed to implement a lot in just one month which is really impressive; I love the enemy variety, the different abilities and upgrade system, and the general dungeon-crawling gameplay! I think my main point of feedback would be some of the upgrades seem to be more of downgrades, or sidegrades that I didn't know would happen. An example of this would be the ranged attack turning into an aoe around me, where I much preferred the ranged boomerang attack, especially because the aoe had an animation time that locked me in place. All of these can be fine-tuned though, the foundation you have is excellent!

Developer

Thanks for the feedback, loved your game as well considering you did a lot of it yourself!

I think we will do another pass with some balance changes, definitely the Ranged 3 attack needs some love, as well as the heavy attacks ;)

Submitted

Honestly, this was pretty solid. I had a lot of fun with it. The only issue I have is that sometimes picking up the gems pushed me around the scene. I actually died because I collected a gem and it flung me into a saw blade. I was low health and I would have died in the next room most likely, so not a big deal, but still worth mentioning. 

Developer

Appreciate the feedback! Sad to hear about the gem-related mishaps :P

Tried your game as well and I gotta say it's very atmospheric!

Submitted

excellent gameplay, i recommend you to do a commercial game and just one bug that was for me the cam. if you can change the cam with cinemachine and use free look cam. that is the type of cam for this game i think.

Developer

Thank you for the feedback! Tried your game too and it was good too :)

What do you mean about the camera? We were using cinemachine. Do you mean being able to rotate around the player but still top-down, or more like a 3rd person like Dark Souls?

Submitted

yes that the camera have free look 

Submitted

Really fun! I second some of the foreground object weirdness but it looks and sounds great.

Developer(+1)

Thank you it means a lot! Loved your game as well, especially the storytelling :D

Submitted

thanks!

Submitted

Really fun gameplay, with a bit camera weirdness where objects in the foreground blocked certain aspects of the 'play-space'. Kind of reminded me of Vampire Survivors with a bit more control. Some other polishing may include some of the hit detection that is a bit hard to gauge and that's really about it.
Great job.

Developer

That's fair! I had a feeling it might not work well but felt it was a great art piece and wanted to include it somehow. Maybe I'll chuck it in the spike pit :P

Great that you picked up on the Vampire Survivors influence though, that was one of our main inspirations!

Submitted

Great game. I really enjoyed playing it. The graphics are very good and the sound too. Great job.

Developer

Thanks so much! Most of the art wasn't ours but we loved pushing asset packs to see how far they can take us :)

Submitted

Really good except for the part where I was completely invincible. The sounds registered as me getting hit, but the HP didn't seem to decrease. Oh well, otherwise it was fun. The presentation was nice, the controls were intuitive, the combat was satisfying, and I liked getting new upgrades (though I'm not sure how I feel about them being seemingly random).

Developer(+1)

Hey, thanks for having a play!

Turns out I left the player HP up super high when last second testing, and submitted the game with that in the build..

Checked the discord, and it looks like fixes like this are ok past the submission date, so I've patched that if you wanted a challenge :)

Submitted

Really awesome work. I enjoyed this a LOT. Loved that the (wonderful) music changed when under attack and the GFX was really spot on IMHO. I am not sure that my HP was working properly - I suspect I was hit a lot more than what the HP did show ...

Developer (1 edit) (+1)

Thanks so much for playing :) Appreciate the kind feedback.

That HP issue has been fixed now too.

Submitted

Interesting concept. I ran into an issue were I did not lose any health but overall a neat idea.

Developer

Thanks for playing!

Bummer you had an issue. We were still building until the last minute and definitely could have used more time to test and polish 🙂