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A jam submission

Colosseum of BabelView game page

Fight to elevate your heavenly status as you ascend into irreality...
Submitted by brine
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Colosseum of Babel's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#23.7733.773
Art#24.2674.267
Sound#34.0674.067
Fun#63.5333.533
Mechanics#73.4003.400
Theme#93.6003.600

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Great game. The dash was a bit difficult to control for me at first, but it didn’t hinder the experience. I love it the art style too.

Submitted(+1)

I really like this concept, its a neat take on the idea, i like the dash mechanic a lot, its a good tool in that you can use it to attack or evade, but attacking brings you some risk, its a good tactical tool, very fun to pull off moves with it.

The art-style is also very polished and clean, im a sucker for angel aesthetics and this fits right in.

Im a little bummed out about some of the mechanics, though. The base movement speed is a little slow, and the dash only goes in 4 directions. Besides that having the different dashes be options between levels is a missed opportunity, it wouldve most been more fun for me if the dash options were part of the inherent moveset of the character, like having the long/short dash be dependent on how long you hold the dash button.

All in all leaning into the more arcade-y skill-based elements mightve been fun, and then perhaps using the orbs for choosing between upgrades rather than swapping dashes? something like that might be interesting.

The background showing the previous levels of the tower as you rise up it is a very clever take on the idea, it wasnt specifically clear to me that you were moving up rather than the circle in the center shrinking, so maybe having a "zoom out" effect could be a nice little touch? Even still it gives a really fun sense of progression as you go along.

The enemies i saw were also very well-designed, working well with the central dash mechanic and requiring that risk-reward. It reminds me a bit of hyper demon, design-wise. 
Id love to see what other ideas you have for enemies if you keep working on the game. :>

Developer

I’m glad you liked it!

The dash can actually be performed in 8 directions (Or, any direction you’re currently moving, if you let go of WASD)

Originally I planned on adding 3 different upgradeable abilities for you to utilize (Including a Light-based attack with HUGE AoE specifically for dealing with the Legion of Swarmlings), though of course I didn’t manage to finish any in time other than the dash(which itself only had some lackluster variants)

The dashable orbs were of course meant to contain the other abilities and upgrades (I even thought to use the homing effect on dashables to make a boss enemy, but of course, not enough time)

Finally, I did look to HYPER DEMON & ULTRAKILL when coming up with gameplay & design, I’m glad you caught that!

Submitted (2 edits) (+1)

Very neat! Yes, the music did get blasted, of course:D

Having had some experience with this kind of game myself using object pooling should fix the issue you’re facing with the swarmlings.

Simply have an array of swarmling nodes:

# Pop elements from this array
var swarmling_buffer: Array[Swarmling]    = []
# Into this array when you need a new swarmling, then set properties
var swarmling_instances: Array[Swarmling] = []
var swarmling_scene = preload("res://path_to_swarmling_scene.tscn")

func _ready():
    for i in range(1000):
        var swarmling = swarmling_scene.instantiate() 
        # Or Swarmling.new() if using script-based instances
        add_child(swarmling)
        swarmling.hide()
        swarmling.set_physics_process(false)  # Pausing physics
        swarmling_buffer.append(swarmling)

This approach makes it so the swarmlings don’t have to enter and exit the game tree a lot, which causes lag. It’s better just to pause processing and hide them when not in use. Then when you need a new one you unpause, set properties to be correct (position, internal parameters etc.) and unhide it.

Cheers!

PS: The background is probably also nodes, which probably cause more lag than the swarmlings? I’d make sure to disable as many unnecessary features on those as possible to reduce lag. Perhaps even using a dedicated shadermaterial to draw the sprite could be good. For instance you could relatively simply stack the texture on top of itself and squish it into a trapezoid shape. (might be easier than lining up polar transformations, though you could find code online for that!)

Developer

I appreciate your feedback !

I actually did implement object pooling on the swarmlings, though since I didn’t know how many I would need I made sure my system could add more to the buffer on the fly, and while testing I set the buffer to 0 and forgot to set it back, so the first few swarms that spawn are actually spawn, then being pooled for later.

The background is actually just 36 polygons as ‘slices’ which I rotated 10’ each. I did this to save time on the background effect I wanted, but unfortunately I wasted a lot more than I’d like to admit trying to get gimp to squish the repeated texture the way I wanted…

Submitted(+1)

Interesting switch up on a bullet hell game. The flying around is pretty fun and the cooldown (although short) makes you think twice before just throwing yourself into a swarm. The "elevate" here is a bit of a stretch for me, but honestly, I wasn't thinking too much about that as I wooshed around the map. Well done!

Developer

Thank you!

Submitted(+1)

Nice game! Had a blast playing it!

Submitted(+1)

this game goes super fuckin hard.