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A jam submission

Peculiar Pink ParasiteView game page

Grab control of the enemies, destroy as many as you can
Submitted by jafarrolo — 1 hour, 21 minutes before the deadline
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Peculiar Pink Parasite's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibilty#163.3333.333
Theme#353.6673.667
Controls#542.9172.917
Overall#563.0483.048
Originality#653.0003.000
Audio#712.7502.750
Fun#742.7502.750
Graphics#752.9172.917

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.1

Wildcards Used
Gridlock, Roshambo

Game Description
A small parasite inside of a dungeon. It can control the enemies and use their attacks and abilities to proceed

How does your game tie into the theme?
You use the body of your enemies to fight

Source(s)
no

Discord Username(s)
jafarrolo

Participation Level (GWJ Only)
4

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Comments

Submitted

Good art, good use of the wildcards. Though the combat felt a bit easy once you worked out the trick of "kill enemies you can with current host, take over the enemy that killed your host, avoid situations where two enemies that can hurt you are next to you, don't run away as a parasite"

Submitted

I was a little confused about exactly how the combat worked and how to best take advantage of taking over the enemies. Either that or this was just more difficult than I was prepared for and it made me feel like I must be missing something. I think it just either needs more of a difficulty ramp-up or a tutorial of some kind.

Regardless, the art and music were solid and basic concept worked, so nice job!

Developer

Yeah I didn't have the time sadly to put in a proper tutorial.

The idea was that the parasite could take the body of the enemies and the enemies fight with an advantage or a disadvantage based on the color of the enemy (that can be seen in the lower left).

Submitted (1 edit) (+1)

Nice entry, congrats! Controlling an enemy it's an interesting mechanic, especially because it gives the player the abilities of that enemy, opening to a lot of strategies. It's a small thing, but I appreciated how you used two healthbars to signal the status of both the player and the controlled body: it's a simple trick to remember that you have some kind of protection, but also that the protection can fall off, and that's perfect for the "parasite" theme!

At a certain point, I had some difficulties with the combat mechanic. I wasn't able to understand how the enemies were moving, and at the same time I felt like that the game was asking me to predict their movements. I don't know if that was your intention by making a turn-based game, or if you planned to make it real-time, but it turned out different. Don't get me wrong: uncertainty is good in games, and that's only my perception; anyway, I hope that the feedback might help you in some way.

Overall, great job. Congratulations :)

Developer (1 edit)

Thanks for trying it out and thanks for leaving a comment!

Thank you very much also for all of the nice words, regarding the prediction of the enemies movements yes, I wanted the player to predict them, but I also wanted a little bit of uncertainty so when an enemy can choose between two or more paths that have the same distance to the player then it chooses one randomly between those, but in theory the enemy should always move closer to the player. Regarding the plan it was always turn based, I wanted to try out a broughlike - style game since I always liked them and I like the minimalist philosophy behind them, but I clearly need some more practice because I have the tendency to put always something "more" in the games that I try to do and I should stop that and stick to the plan.

Submitted

Hey nice simple concept with a solid execution. Everything matches well (graphics, music, UI) and you put the effort in to make a key mapper menu so you get full marks for accessibility 

I encountered a bug or soft lock where I couldn't move anymore. Other niggles were the movement which felt slightly sluggish for some reason and there were no sound effects to accompany attacks/moves.

I wonder if it would have been an idea to require you to exit the host body if it got damaged - or maybe that is how it works if you play properly?

Anyway, nice game, I'll likely ask my son to play through tomorrow for more feedback

Developer(+1)

Eh sadly you're not the first one telling me about getting stuck and I'll have to look on it, I think it may be an issue with the web version that I didn't have that much time to test :-\

Regarding the SFX it was more due to time than to choice, it would've been the next thing to put in the game, also the movement probably needed some more tweaking.

The idea was to be able to exit it in the beginning but I scrapped it since I was not sure about it, the other idea that I implemented but I removed at the last moment was also the ability to change your color by using a turn, but it felt to me like it dragged the game too much, but maybe it was a good idea, I clearly need some more experience in development to understand better what can and cannot work before putting it in code :D

Submitted(+1)

Nice game! Looks like you fully embraced the 2nd wildcard. :D Congrats on finishing the jam and good luck!!

Developer

Thank you very much!

Yup the Roshambo was a wildcard that I liked a lot :D

Submitted(+1)

Cool little game. I was confused at first which character I was but quickly figured it out. Every so often I would get into one of the enemies and not be able to move around so there might be a small bug in there somewhere. All together a pretty good effort!

Developer

is it possible that it was just the character not doing damage to the enemy because it was the wrong color? 

Submitted

No, I don't think so - I could not move in any direction or perform any action. It was always when I was in a host (although to be fair there weren't many times when I was not in a host so that could just be a coincidence). In total it happened three times, two of those times I was a knight and one time as a wizard

Developer

Ok, I'll give a look into it then, thank you for the feedback