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Slay the Player's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #462 | 4.150 | 4.150 |
Overall | #537 | 3.850 | 3.850 |
Enjoyment | #628 | 3.650 | 3.650 |
Creativity | #1004 | 3.750 | 3.750 |
Ranked from 20 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?
In dungeon crawlers, you player as main character slaying of enemies by generated by AI. But in this game ROLES are REVERSED!
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Very nice game with a pretty good execution!
Thank you!
Very creative, live level design xD. Well-thought-out and intuitive puzzle systems, great job here.
Thing: due to the fact that the mobs are constantly running around, it is often difficult to place them in a certain position, adding to this the inability to plan in a pause, A LOT of frustration and lack of control are added to the game. A possible solution would be to add a "load radius" so that mobs AI will only launch when the player gets close enough, this also can tell player when placement will -1 to fair stat. (but this is just a suggestion). In general, solving puzzles in real time adds frustration, whatever you do, even with simpler ideas (I have a real time puzzle game myself).
The art and music fit, but the first is still in the prototype stage. Anyway, this is super fun and interesting, best puzzle game for me so far in terms of mechanics potential.
And yes, difficulty curve isn't really here xD
P.S. Don't quit working on this game pls :)
Thank you very much for such detailed feedback. Great idea about "load radius", I've thought something like this, but deadline was creeping too fast. And yes, about lack of controls and added frustration you are right.
"Realtimeness" here was to add more action into the game, because when I was testing separate planning/execution, it always was boring to watch execution. May be that's just for me.
Yep, and difficulty curve :) Don't know, I've solved every puzzle first time :))))
And thank you again for such detailed comment, I love constructive criticism!
"Realtimeness" was great addition, not just for you, player simply needs a little bit more control.
Love the isometric design, but the last level was pretty hard. The game design was very good though with some cool puzzles in it.
Thank you very much for feedback :)
Really nice aesthetics. Game gets pretty hard at the end though.
Appreciate. Yeah, looks like It needs to be easier :(
The graphics are really nice, I'm a sucker for a nice isometric level design. 'unfairness' aspect is interesting. Ramps up fast (I'm not the best at games I'll be honest so I struggled), but good idea overall and awesome work!
thank you very much. Yes, It seems there needs to be like 10 levels per each mechanic:)
Hard game but cool idea and great visuals.
Well done!
thank you, doing my best)
Cool idea. The last level is frustratingly difficult.
Thank you, I’ve tried make this level like “end-game content”, but accidentally in last patch I increased difficulty instead of decreasing))
Very well designed game about good game design. Great job!
ooooh, thank you so much
Very fun level-builder puzzle. Nice job! :)
Thank you!