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Spiritbane's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #15 | 3.433 | 3.433 |
Audio | #21 | 3.367 | 3.367 |
Controls | #22 | 3.367 | 3.367 |
Accessibilty | #24 | 2.933 | 2.933 |
Overall | #27 | 3.252 | 3.252 |
Graphics | #35 | 3.500 | 3.500 |
Originality | #42 | 3.233 | 3.233 |
Theme | #67 | 2.933 | 2.933 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
Repair something
Game Description
Collect souls from spirits using a weapon that harvests power from them in an action arcade game.
How does your game tie into the theme?
You have to eliminate spirits using a soul siphoning weapon with a haunted theme. You are a spirit that harvests other spirits to gain power.
Source(s)
N/A
Discord Username(s)
Sevadusk
Participation Level (GWJ Only)
10
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Comments
This game makes for a very good turn off your brain and enjoy type of game. However, for me, the very low amount of frame in the animation made it feel like the controls are delayed compared to the game's pace. Which was a turn off in the feels department. Anyway, good job!
Cool concept! Was not expecting to play it for 30 minutes but I did, made it to Defiance 26 with ~39000 points, though I got bored around Defiance 20 and stopped trying. Not to say the game is boring though, far from. Just think it gets a bit same-y after a while. More enemy variety and some more upgrades and abilities would help, though!
I loved the action of the hammer swing, so juicy with the sound and the screen shake and the cool little pattern, every swing was a treat.
A couple of mechanical issue I had: I noticed the special move (forgot what it's called) you have to wait like a full second after your last swing to use it, which didn't feel great, led me to using it less that I think was intended. I also feel like having multiple enemies become red in the same tick feels unfair, especially the square guys. They could generate 3 or 4 red tiles at once, often on opposite sides of the screen, so you basically couldn't avoid damage. Maybe that was intentional but I didn't love how that felt. But overall, still loved the game.
I think there is some real potential here for a whack-a-mole roguelike. Not sure what that would entail, but I'm here for it, great job!
This is really cool- and honestly a pretty unique idea I haven't really seen before in one of these jams. Smashing the ghosts feels satisfying, and the music contributes a lot towards getting you in that flow state of smashing ghosts as they pop up.
That being said- it doesn't feel like there's too much of a progression. I played until like defiance 6 or so (I think that number is how many times you've revived)- but stopped there because I always had more than enough money to buy the revive +10 max hp. I can tell that the game gets objectively harder- the ghosts get faster and attack more often, but I didn't really feel like it made that much of a difference since my health was always increasing enough to offset it.
Maybe it's just a case of having the price of that particular upgrade scale harder? Idk, I know it's always hard to balance these games in such a short time- but it always feels bad to quit an arcade game out of attrition over losing.
Regardless though, great job! I definitely enjoyed playing
I’m not a fan of whack-a-mole games, but I find it unique because of its ghost-themed setting. The hammer delay makes everything more chaotic; in some ways, this makes it more fun, though it does lose in precision.