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A jam submission

Spectral ShoreView game page

Venture deep into a cryptic mausoleum to escape a forsaken island.
Submitted by EelShep — 5 minutes, 48 seconds before the deadline
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Spectral Shore's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#262.8002.800
Audio#352.4002.400
Theme#372.7002.700
Visuals#482.3002.300

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Notes from gameplay (played the updated version):

- I like the intro music, sets a nice vibe. Would be nice to see some art on the main menu

- Font is too pixeled on a large screen

- Took me a bit to realize it's space not click to select play

- The opening animation was nice and the text did a good job of setting the scene

- Sprite is cute, love his big ol' cutlass

- Enemies can be killed by the spikes in the floor - intended?

- UI is simple and clean, easy to understand the health bar

- Mouse wheel doesn't seem to change weapons

- The ranged attack guys are pretty unforgiving - they do a lot of damage, run away and have a knockback, whereas the player character only has a melee attack. I find myself unable to even reach them before I die if two of them spawn in one room

- The bats are also unforgiving due to their knockback plus the swing duration/windup of the melee attack. You can basically get stunlocked. I think either resetting the attack to ready after a knockback or making the attack faster will help with this. 

- Can't really see what the special attack does as all enemies are dying in one hit

- Bats remind me of Stardew Valley

- wish health potions healed for more

- sometimes my sword circles around me as I move, dunno what's causing that

- keep getting unlucky with health potions spawning in the first or 2nd side room before I need them - the wall closing after that branch is frustrating, would be nice if I could go back to get them

- Skeletons don't path to throw if you hide around a corner - intended?

- Would be nice to see what floor I'm on or some sort of score tracker to compare my progress from run to run

- Finally made it to boss fight - THAT'S where the other weapon comes in

- Gun knockback is nice, but shoots boss off screen so can't see what's happening (such as the slime split)

- The splitting is a nice addition of complexity

- Changing weapons in combat felt hard to do or laggy and ended up cycling through a few times and then being mobbed before I could use my sword swing

Overall, I thought this was fun, if a bit tricky. I really loved the procgen and I think that adds a lot of potential variety and replay value, even to a "short" game. I played about two dozen rounds and made it to the second floor a few times and the final boss once, so I'm probably missing some content which more skilled WASD gamers will reach, as I'm don't play games with those controls outside of jams. The limited commands would allow for this to easily port to mobile and the quick yet varying gameplay would suit that platform well for playing a round or two while waiting for the bus or during a commercial break while watching tv. There's a lot of room to expand on the solid base you've built, such as more enemies, different weapons, etc. Great work!

Developer (1 edit) (+1)

Thanks for the feedback. Here are some adjustments I plan on making

  • Fix font & Add more UI elements (current floor)
  • Rebalance enemies(movement speed)
  • Add chance for enemies to drop health potion
  • Rebalance & Add more weapons (Damage, & attack speed)
Submitted

Looks really good! Maybe adding some levels to add variety to the gameplay, but as a base it looks really good :D, goes well with the theme too and the mechanics are easy to pickup.

Developer

Thanks for playing! I mistakenly submitted the game with debug settings, turning off much of the level variety. Here is the updated version Spectral Shore (Updated) by Route126 (itch.io)

Submitted

A fun idea for sure! Combat was a bit frustrating, especially versus the skeletons. I feel that there wasn't really any indication of how or when they would hit you. Boss battle was fun but very easy, perhaps as he splits into more and more pieces they get a bit faster? It also didn't seem like more than one bullet was actually doing damage when doing the multi-shot with the gun.

Developer

Yeah the skeletons projectile weapons weren't rendering properly in this submission. I added more level variety & rebalanced the boss fight in the updated version Spectral Shore (Updated) by Route126 (itch.io)