Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Growth CirclesView game page

A fungus for liberation.
Submitted by Domenixius — 4 hours, 28 minutes before the deadline
Add to collection

Play game

Growth Circles's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#394.0744.074
Mechanics#723.7903.790
Story#773.5063.506
Music#833.7653.765
Aesthetics#1363.9263.926
Theme#1563.6543.654
Sound#2083.1233.123

Ranked from 81 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game total?
1

Did you use any existing assets? If so, list them below.
Yes! Music: https://opengameart.org/content/long-away-home-8bit https://opengameart.org/content/boss-battle-3-8-bit-re-upload https://opengameart.org/content/8-bit-battle-theme-famitracker https://opengameart.org/content/victory https://opengameart.org/content/game-over-bad-chest-sfx Sounds: https://freesound.org/people/qubodup/sounds/59992/ EnvironmentArt: https://szadiart.itch.io/rogue-fantasy-catacombs

Link to your source?
https://github.com/LammerD/DeathIsOnlyTheBeginning/tree/main

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 67 to 48 of 67 · Next page · Last page
Submitted

This game was super fun!! I love all the music, but I  really enjoy the game mechanic!

I was confused at first about how the items drop until I realized it is only AFTER you cleared the room.

Small bug! I noticed I could swing at the start during the cutscene and I was wondering where that "slash" sound is coming from. I tried moving around and ended up in the second room already. Maybe add a player_state for it?

Also, I was wondering since i had the sword that shoots a beam during the boss fight, does the damage from the sword AND the beam add up? or is there an i-frame that applies for all sorts of damage that I couldn't hit the boss?

Either way, this game was really charming and I loved all the assets put into it! I also love the touch on when you finish the game, you're now the blue shroom instead of the red shroom! The boss battle was really well done and I just really love this game so much! Good job!

Submitted

This has been one of the most fun entries I’ve played so far! The combat is very satisfying and the upgrade system is fun. It’s missing a little bit more FX sounds, for example, when you hit an enemy, are hit, grab a pick-up, etc… But I’m guessing that is less oversight and more running out of time, so that’s perfectly fine.

I think with some more polish, a couple of extra game mechanics(more ways to lure enemies and incorporate that into puzzles, perhaps?), and planning out a couple more dungeons, you could have a micro-ARPG ready for pre-alpha.

Submitted

Hey, the combat in this was pretty fun and I liked the upgrade system. The only little gripe I had was when you die and start over, I couldn't skip the tutorial for my next playthroughs.  Overall a lot of fun though.

Submitted(+1)

really fun! has a lot of potential and def one of the more complete game loops ive seen in the jam!

Developer

Thank you for playing and your kind words! 

Submitted(+1)

Things I liked:

-Super fun combat!

-love the upgrades to make me feel more powerful!

-A boss battle?! That was amazing!


Things to improve:

-SFX, screen shake / other VFX, fonts, etc - general polish

-making those small enemies easier to see

-having a visible recharge of when your next sword swing is available


Overall:

Lots of fun, lots of polish make this an amazing entry! The boss fight when he starts getting his own hearts and it DOESN'T seem to stop- that was terrifying at first! But I was able to avenge my father! What a neat little experience!

Developer

Thank you so much for trying my game and the feedback! 

I am very glad you enjoyed it! I really wanted to make a boss fight for the first time and I am glad it worked out as well as it did! 

Sfx and font are on top of the list! I had some screen shake in there. Like when the doors close, when the player takes damage and when the boss makes his boot attack. Do you feel like there are other instances where it could use it or do you think it should be more pronounced? 

Yeah I was thinking of maybe adding a small outline or make them just a little bigger. 

That is a great addition I will for sure look into! 

Haha I am glad you liked that little part with the boss hearts! 

Again Thank you very much for playing and the great feedback! 

Submitted

I guess I will have to play again because I did not feel a lot of screen shake when the player got hit- maybe that is a good thing because too much screen shake can be harmful to the player experience.

Clear bold outlines could definitely help!

You have a great fun little game here- this was so much fun!

Submitted(+1)

Great game! Loved the pacing and overall feel.  Very well done! Everything has already been mentioned here, but things that occurred to me, too: the growth circles idea is great, but I didn't get what they're good for at first. The ranged sword made most of the level too easy. (I died in the boss fight though, have to try again.) Also, after picking up too many "walk speed" powerups, it became really hard to control :)

Developer(+1)

Thank you for playing! 

Yeah I still have to find a way to make the tutorial more clear! 

Yeah balancing is hard... :D I will try to improve on that! 

Totally fair and I think I will tone down the amount of wlk spd the upgrades give or maybe even cap it off at some point. Or maybe even introduce more tier one rewards so you don't get that one too often :D

Submitted(+1)

Alot of great ideas of mechanics along the way, really nice work!

Developer

Thank you for playing my game and your kind words! 

Submitted (1 edit) (+1)

How was this a solo effort?

This feels like a big project in the making– a great game concept, a great use of the mechanics, and a sense of progression capped off by good level design and even a boss encounter. This was excellent.

If I had one criticism, the RNG involved in loot spawns can be a little tricky to balance if they involve permanent upgrades as opposed to consumables. I found my second attempt far easier than the first after getting walk speed upgrades instead of health upgrades. It’s basically a nonissue and something I bring up only in case you try to make something beyond the jam.

I almost want to dock a point on aesthetics for the fonts being Liberation Sans, as a good pixelated font could have kept the style of the rest of the game… but in doing this I thought to myself, “really? Am I that desperate to criticize it?”

This ended up being a perfect 5/5 across the board. This is a master-class entry and I only wish I could actually give some better and more detailed feedback.

Developer(+1)

Thank you so so much! 

Yeah loot balancing will definetly something I will have to look into a little more when I expand the game. Interestingly some people actually felt that the movement speed was more of a nuisance than help. 

Hahaha you really should dovkk points for that! It hurts my soul so much that I did not find the time for such an easy improvement... I had to chose between more "basic" stuff like sfx and a better font and finishing up the character switch after beating the boss. I am not 100% sure I made the right choice as not all people get to see that. But oh well :D

Thank you so much for your kind words!! 

Submitted(+1)

It wouldn’t be a gamejam entry if the biggest time commitment was for an asset that nobody sees. In our game I spent a good hour or two modeling a massive tower with stone gargoyles that rises out of the ground, and the trigger pops up before the corner of its base is on screen.

I had no idea you snuck in that detail, that’s awesome.

Submitted(+1)

Great game! I really enjoyed mechanics like the growing circle. I would include some sound effects.

Developer

Thank you! Yes for sure one of the first post game jam additions to the game! 

Submitted(+1)

This was really good! I think the ranged sword is a little overpowered though. I felt the final boss was a cake walk with what sword. Great work here though! Would love to see this expanded on!

Developer

Thank you! The boss scaling definetly needs to be even more dinamic I feel as it can either be pretty though or a little to easy. 

Submitted(+1)

Excellent game, added to my collection to play more often.
Perhaps allow skipping the intro text.
As soon as I got an atk spd bonus I was hooked.

Developer(+1)

Thank you! It's a great honor! 

Hahaha yes for sure! Intro was a somewhat last minute addition and I did not think about having to sit through it multiple times... :D

Submitted(+1)

Awesome game! I loved everything about it! Could've benefited from a few sound effects for when you hit an enemy and pick up stuff, but otherwise, excellent experience!

Developer

Thank you so much! It was great seeing you stream it! Sounds was definitely something I pushed towards the end and then did not have the time for °^^

Submitted(+1)

That is a very fun game! I really like how when I die, the game tells me that maybe my children can do what i couldn't and then loops me right back to the story about my father's death. It's a clever idea AND works really well with the theme!

As someone mentioned below, I do agree that aiming with the sword is pretty tough as for the moment. In addition, it feels like shooting enemies have quite a bit of HP, so on earlier stages it can take a while before I take them out, especially when there are many of them. I also don't think I entirely understand the growth circles, or, at least, why I would want to grow them

But overall, I think it's a pretty good entry and a nice, polished game. Great job!

Developer

Thank you so much for playing my game! 

Yeah the HP scaling of enemies definitely needs a touch up! And for the sword swinging I am working on a different implementation post jam. I will probably leave the other attack option in for anyone who needs a little more jank in their life! :D

Yeah the circle tutorial needs to be a little clearer. The idea is that the more enemies you kill within a circle the more it grows and then when you beat a room you get different rewards based on how many enemies died in a circle. So 0= heal, 1= movement speed or max hp 2= dmg or attack speed, etc. 

Thank you for yout feedback! 

Submitted (1 edit) (+1)

This is very fun! The movement is clean, the sprites are good, and the combat is also decent. The absolute highlight of the game is the boss fight. It is very well-made. I'm surprised the boss has that many moves! The boot attack is a bit too easy, but the boss fight itself is incredibly fun.

The position of the sword and therefore the attack feels a little weird. Would love to see more variety in enemy types and level design too.

Overall, great job! You made a very fun game all on your own. You should be proud! :)

Developer(+1)

Thank you very much! I'm super happy you liked the boss fight! The attacks sure need some tweaking still! The boot attack was even slower in the beginning. It's quite hard to balance such "timing" mechanics when the player movement can vary so wildly depending on how many speed ups they got!

Yeah, attacking definitely is very janky and I'm thinking about adding a more conventional way in which the sword can rotate 360 degrees around the player and attack in such a way.

I will definitely add at least one more enemy type. Either a slow moving brute or a slow moving enemy that sucks up growth circles! I will expand the size of the level and maaaaybe add a second level which would be before the king level if that makes sense.

Thank you very much for your kind words!

Submitted(+1)

Wow, this game is absolutely amazing! Is is so complex from one person for a gamejam game, congratulations! Unfortunately, at first I did not realized how the mechanic with the circles work, but on my second play through I finally understood. It is an awesome idea, very well implemented! Also, on my first try I left out all paths other than the boss fight, because I like to explore everything in one path before going to another, so maybe it would be a good idea to place 2 more key, so you need to collect one in each path. But it is only a minor inconvenience :D The boss fight is really fun, too. You blew my mind, nicely done! :)

Developer(+1)

Thank you so much!! Yeah the "tutorial" I have in game is rather simple and does not 100% convey how it works definitely something I want to work on. Tbh I was just happy that I got around to implement something akin to a tutorial in game with how the time ran away from me °^^

I'm totally there with you, but I thought I would leave it up to the player if he wanted to explore all the paths or enter the locked door. I do still want to make it more obvious that that is where the boss is going to be. Maybe a more dramatic key or something ^^

Again thank you so much for your kind words!

Submitted(+1)

Nice tutorial for controls in world and nice art :)

Developer

Thank you :)

Submitted(+1)

Incredible entry. This is one of my favorites so far. I love every aspect of this. I even love the fact that the character's color changes after you've beaten the boss once. I had so much fun playing this, thank you for the excellent submission!

Developer

Thank you! I'm super glad you enjoyed it! :D

Submitted(+1)

Great job with this - fun game!

Developer

Thank you! I'm glad you enjoyed it!

Submitted(+1)

What a great game. At first it was a little weird for me with the way the melee attack worked. Then when I got used to it. Wow! it came alive and especially when it started upgrading. Talk about a "Dirty Hairy" moment in a game. My sword was "Freak'n Huge!" Awesome Job, Great Game, lots of fun. 

Developer

Thank you very much! Yeah the way the attacks work for sure is janky and I'm truly debating if I will just modify it so that the weapon simply moves 360° around the character to wherever the weapon is pointed. Maybe I will simply make it an option :D

Submitted(+1)

This is brilliantly executed! Very well done! Also, I haven't seen anyone mention it, but I love how the story just continues to loop, that was genius. The growth circle mechanic is super clever as well! All around excellent job!

Developer

Thank you very much! Yeah I don't really know how many people really get to fight and kill the boss and then even stick around to notice "Oh something is different". So thank you for noticing :D

Viewing comments 67 to 48 of 67 · Next page · Last page