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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
I don't know what I was swinging the mallet at, or why there was a skull on the end of the handle. Decent level of polish, no bugs, definitely feels a bit like being at the carnival with all of the effects and colors. I don't know if I should be hitting some of the things I'm hitting with the mallet. They all squish afterwards, but sometimes they're red. Not sure if red is a bad color.
Yes, red spirits/enemies show up when two spirits intersect. If a red spirit takes too long to destroy, it will reduce your power.
The skull at the bottom of the hammer is the spirit power that allows you to revive after death. Its an extra design element that I felt added to polish and game feel. It also plays a role in making the hammer seem controlled by something instead of floating around with a edgeless bottom.
Thanks for playing!
good job Was simple and fun Could easily play this for a while
Simple and satisfying. Feels good to learn the patterns of the enemies. Except those square jerks lol, they always confused me. Art is amazing, sounds are jammin'.
PS. I was grabbing only the middle upgrade (more power) and after 2-3 I basically never ran out of power and never saw any upgrade screens. Not that balance is critical here or anything, but I was wanting that visual upgrade and couldn't get the screen to do so lol.
I have it programmed to where the more enemies you destroy, the faster the power drains. So in some cases it is faster to attack enemies than wait to die.
Even if you already did that, I do feel I tuned it to be too forgiving especially based on the extra power you got. Maybe respawns should be more expensive or max power should be capped at 50. There was an unbelievable amount of variables to tune, and with some more time I could've made it more challenging near the end.
Thanks for the feedback!
While I'm not massive fan of Whack-a-mole, this game had clear patterns on the movements, and generally made things way more interesting! The graphics are also quite nice.