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Delirium's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1356 | 3.347 | 3.667 |
Fun | #2347 | 2.678 | 2.933 |
Originality | #2963 | 2.739 | 3.000 |
Overall | #3016 | 2.556 | 2.800 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The character gets more out of control in a rampage as you create more chaos.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
I'm a big fan of the graphics and the generated rooms and transitions. The appearing and disappearing rooms give you a really nice feel of the hallucination of character. Ive noticed some smaller things on the way:
- some enemys would find themselves trapt outside the rooms
- its extremely hard to aim, and the punch animation has a weird hitbox.
I had real fun with this, great work :)
(and is there an ending btw, I've ran through that for a while didn't find an exit.)
It's awesome to hear that you enjoyed the game, thank you for the positive comment :D
The issues you've mentioned are on their way to resolution in the next release. We're working on a part-time basis, but hope to have it out in the next couple of weeks.
At the moment there is no fixed endpoint to reach, the map is randomly generated as the player moves through the tiles.
I love the tiling system. I feel like you could make some mind bendy puzzles where the layout changes as the tiles despawn. Aiming is pretty tough though, I either shoot ahead of or behind what I'm aiming at.
Unfortunately the attacking system was one of the things that was rushed in the last few hours of the jam, we will repair it in the next release and make it much more user-friendly and accurate.
Thank you for the feedback :)
I love the animations of the rooms!
imho It would be cool if the rooms didn't disappear after you exit them
That may in fact be a much better design choice, and would help solve the problem where the enemies get stuck outside the map.
I will discuss it with the team, thank you for the suggestion!
I really liked the visual effect of changing tiles. After my Glock went out I didn't know what to do and the menu button didn't work for me, but that's polishing.
Thanks for the feedback! We are working on fixing the bugs and hope to release a much more complete and playable version in the near future :)
What a nice and promising concept! As you mentioned, indeed quite unfinished, but its a great idea and the square levels make for a nice puzzle vibe. There is one mechanic where as you encounter a guard, you cannot continue to another tile. I would allow that, and make the guard follow you. It could be interesting if you could continue running in search of some weapon to handle the ones that have been following you. Nice job nevertheless!
Thank you so much for the great feedback! Fixing the combat mechanics is definitely on our to-do list.
The idea to let the player explore the map a little more, whilst still fending off guards could definitely improve the gameplay, especially when weapons are in limited supply and the player's only option is melee attacks.
In the next revision we'll see improvements made in regard to your suggestions.