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Void Karma's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #16 | 3.227 | 3.333 |
Fun | #20 | 3.163 | 3.267 |
Accessibility | #24 | 2.905 | 3.000 |
Overall | #26 | 3.052 | 3.152 |
Graphics | #27 | 3.227 | 3.333 |
Theme | #37 | 3.163 | 3.267 |
Controls | #39 | 2.840 | 2.933 |
Originality | #46 | 2.840 | 2.933 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.5.1
Wildcards Used
N/A
Game Description
Pixel-Art Hack and Slash with curses and boons
How does your game tie into the theme?
The Player collects orbs that will provide a Curse and a Buff. The Curses and Buffs affect their gameplay.
Source(s)
N/A
Discord Username(s)
LettucePie#4044, Houndfall#3872
Participation Level (GWJ Only)
3
My game has an export for Linux, Windows, & Mac and/or is playable through HTML5
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Comments
Great game the dash was super satisfying.
I'm going to pay this game a huge compliment. Playing this gave me huge diablo 2, arcane sanctuary level vibes. Loved it
Had a lot of fun playing your game on my stream! I didn't make it far due to my lack of skill, but I enjoyed it nonetheless.
Ok, so I got to the ripped fungus (awesome sprites by the way), beat him, got a ton of curses (after ripped fungus died, every small fungus I killed spawned an orb in the same place, so when I touched it I got like 10 curses at once), and on the next level (which was a level I had already played) I was completely unable to damage anything! I shot bullets like a machine gun but they didn't seem to do any damage because nothing died, I ended up dying then and there, my guess is that I got nerfed by the curses into doing 0 (or negative) damage.
Another quirk I found is that after beating a random level, the portal+curse didn't spawn, so I got stuck and had to reset.
Still, really fun game! I wasn't using the dash until I realized it could cancel the melee lag, and then it became my best friend!
My only real complaint is that I would've liked the curse texts to stick a bit longer, I rarely got to read the whole thing before it disappeared!
I also liked the sound, really cool music and sfx!
Thanks for playing and providing a lot of feedback! I'm glad you had fun with it 馃檪
Beside the Glyph that follows you, and the spore the mushrooms shoot, all the sprites were designed and animated by Houndfall. He also did every sound effect and the two tracks, so I'm sure he will be pleased to see they were noticed.
Unfortunately we only were able to supply one Boss and one area of randomly chosen rooms, we originally planned for 3, but I wasn't fully prepared for how complicated Procedural Generation would be in tandem with Enemy Navigation, and that really crippled our available time. So much so that we had to fall back to just some premade rooms that are presented randomly.
The 0 damage glitch is interesting, and exists purely out of last minute arrogance lol. Throughout almost all of the curses and boons, I was assigning variables and modifiers within clamps, except with my percent based damage reduction curse. By that point I had set up the system to provide; certain curses only once, some as upgrading off previous versions, and some that stack. The Damage reduction is meant to upgrade, and only spawn of the player doesn't have it already. By making multiple orbs, it amazing randomly provided you that curse multiple times since it wasn't yet owned and of course I didn't clamp it and of course, your damage was being multiplied by zero or possibly negative values lmao.
In general sorry about all the glitches and lack of polish. It's amazing to me that the game runs with any of the consistency it does. That Big Boss mushroom, didn't even exist in the game until 5 hours before the deadline, to give an idea of how things were going lol.
I understand completely! My game's bosses (which are all basically mix and match variations of the normal mobs/player ) didn't exist until the last day, in fact, Sunday morning, I was 50/50 split on whether submitting at all, but I powered through because I knew I was gonna regret it if I didn't submit, even if the game sucked lol.
Glad I didn't miss any content then!
I like the gameplay good game I like it
Thanks for playing 馃檪
Ouuuh, that sweet sweet controller support. Thank you for this.
Controls are tight, enemy placement and behavior is a bit clunky, but this is a great attempt overall, I had fun with the game and that's all that matters. Great work, team!
Thank for playing, glad you had fun! 馃檪
I was surprised how painless it was to add controller support, was very worried at first but by using the Input Actions rather than Input Events it was a breeze. Setting up UI focus was a little confusing because some of it is being deprecated, but it too was pretty simple.
This is really cool! I like the art, and from what I saw (which wasn't terribly far since I'm bad lol) there's a surprising amount of enemy variety which must have been a lot of work. Reminds me a bit of Hyper Light Drifter.
I think something that would go a long way for this game would be to not lock the player in place during the melee attack animations (Or have them be a lot faster). Attacking enemies in melee range (especially when there are multiple) feels like you're almost guaranteed to take damage just because of how long you are stuck in place- from enemies or a bomb. Having the three-hit combo is cool though.
Overall great job, from reading the game's description this was a stressful one to make, so I'm glad you guys were able to finish and make a cool game!
Thanks for playing!
I agree on the timing of the Melee. It was a bit of a design conundrum trying to decide how to approach that. I didn't want totally free movement with it, because I felt it provided more value to the dodge. I also didn't want it too fast from the start, as it would make the Attack Speed Boon less valuable. I tried to compensate though by making sure the dodge can interrupt Attacking and Vice versa. Also it suspends the attack-chain combo for a smidge of a second once the dodge ends, so you can one two dodge three, or whatever order. Like many things it for sure needed some more polish and tuning lol.
I love that you relate it to Hyper Light Drifter, that was actually a main reference Houndfall and I used when discussing the gameplay and visual design. Of course that team spent way longer producing a way higher quality game, but to be put side by side to it even a little bit is awesome!
As for the stress, yes. Oh my goodness were so many lessons learned on this lol. For sure the biggest thing is Scale. From now on, my first goal will always be to make sure the player can do a single thing, and that it relates to the theme. THEN and ONLY THEN do I dare contemplate expanding.
Ah, I didn't realize you could dodge out of the attack animation. That actually helps a lot with what I was talking about lol.
Yeah at the end of the day it's a jam game, so there's only so much tuning you can do. Replaying the game now- I think how you ended up solving the problem on the melee attack timing/lockout is pretty solid.
Fun game but maybe the difficulty/enemy health was tuned up a bit high for me (an easy mode gamer). Managed to get a few rounds in before the every 5 seconds bombs are spawned under you rule got the better of me. Still had a good time with it though.
I liked the player character animations - especially the upwards attack "cape physics".
Thanks for playing. Thank you for your kind words, I've never done animations on clothing before this project. Remember to always push yourself and try things!
Really fun game to play, quite fascinating and fun! Pretty art style, neat enemy variety, curse variety and the stages as well. I can see myself sinking some hours in it. I was moving slower than a snail, dodging bombs on my feet and shooting so fast it put bullet hell bosses to shame.
Loved it!
Well done! The art and music were nice. And the curses/boons system was a good use of the theme. The only issue I had was that melee felt a bit floaty, you'd kind of slide around while in the animation. But good entry!
Nice use of the themes! receiving upgrades/downgrades at the end of each stage added a good reward for continuing to the next, great work!
I had fun playing this! The gameplay felt good, even if it was a bit hard for me personally (but that's mostly because I'm bad at Hack and Slash style games). I also really like the music and sounds, it fit's really well into the game!
Nice gameplay and nice music. I liked the mecanic of upgrade and downgrade at the end of each level
cool entry! you've put quite some up/downgrades in there! I think I managed to finish the final boss, it would be good to have some kind of feedback (e.g. end screen) after this.
The music also fits pretty good in there. :)