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A jam submission

Death by DeathView game page

Submitted by Käselord — 1 day, 19 hours before the deadline
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Death by Death's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#44.0004.000
Metroidvania#44.1944.194
Overall#83.9383.938
Design#93.7223.722
Presentation#223.8333.833

Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot Engine(3.5)

Team/Developer
Käselord

External assets
Wolfgang Amadeus Mozart: Mass Kyrie, 1. Kyrie, 2nd Kyrie Eleison, Introitus, Lacrimosa, Dies Irae, Domine Jesu, Antonio Vivaldi: La Follia, Ludwig van Beethoven : 7th Symphony, Verdi : Dies Irae, Johannes Brahms : Hungarian Dance, Erik Satie: Gnosienne 1 & 3

Prizes eligibility
Just the base prizes

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Comments

Viewing comments 24 to 5 of 24 · Next page · Last page
Submitted(+1)

The choice of music sets a greate ambiente, and the music transitions in during boss fights are great!

Movement felt a bit strange and bouncy at first, but I very quickly started to like the goofy movment 😁

It seemed a bit empty in some places, this was great for the atmoshpere sometimes (e.g. the worm cave) but some other places could be filled a bit more (with background elements or enemies). 

Speaking of the worm cave, wtf is up with the worms 😂 the first one almost didn't let me go and I was running around the cave in fear another one could appear... an impressive amount of fear... great job on that one! 😁

The camera transitions between rooms were a bit wonky at a few places (it seemed to be triggered a bit late sometime, but this could also be me), but in general the worked pretty good!

All in all great job! Had a lot of fun playing!

Submitted(+1)

Pretty good design and presentation. As you probably know from my stream I had a couple of gripes regarding how easy it is to get combo'ed by certain enemies, but it wasn't too hard nonetheless after a few goes at the main boss and actually going and beating all the intended bosses. Besides that, it might be worth funneling the player towards those otherwise skip-able bosses. I don't really have a lot of other hard notes. This is a solid entry and contender for first IMO.

Submitted(+1)

The art is great, and I really enjoyed lurking in the share your progress channel and keeping up with this game. Overall it came out great. Some of my issues are that some bosses are too hard. The bird boss has so much health, and the bird enemies just fly to the top of the screen making it hard to hit them. The enemies following you through rooms was very chaotic but a little annoying as that's usually something that doesn't really happen all too much in games. I also think the vertical room transitions(particularly those where you can't see the floor from the upper room) are a little disorientating and can make platforming difficult. The world was pretty, but I found myself having a bit of trouble navigating as a lot of areas looked the same, so it was difficult to find my place. 

Really though that's all in line for a jam game tbh, this game is great, very much enjoyed it and the music. Nice job :D

Submitted(+1)

very good game but the knock back with no invincible frames in the boss fights made it very difficult  great choice of music to go with the theme 

Submitted(+1)

Fun to play and cool background story

Submitted(+1)

Finally got around to play this entry! I must say that there are no bits that stood out as incomplete or not fitting into the game, it feels like polished, final product, I don't think I can say the same about any other game I've tried. I had some issues with jumping kept moving sideways after i'd tap a direction just once, but there weren't too many situations where that'd be an issue, this game is certainly more combat focused than platforming focused. Bosses were definitely the best part! After seeing others play the game I went and chased all optional bosses to try myself and they delivered! One design choice that I found questionable, was the ability to melee and range attack at the same time, don't get me wrong, it's not bad, but at that point you could've put that as part of the same normal attack, because from optimal play standpoint there's no reason not to spam both at the same time. Buuut I'm nitpicking, game's super solid, it was fun watching it evolve over the course of this jam. Hope to see more awesome games from you!

Submitted(+1)

high level of polish, a lot of variety, an entire 30 minutes of playtime, theres not much to criticise, aside i guess the weird difficulty of bosses (every fight is either easy or hard, no in-between, the bird boss doesnt count)

you can 2 cycle the scythe if you jump over its blade attack

also i think i figured out the graveyard wrong warp, it always occurs during the fade screen transitions

lack of iframes was already mentioned so i wont elaborate

and then i wrong warped past dark-2

..and you were right, the bosses are much easier if you just stand still

i am not going to sort this thing just have it raw from notepad

Submitted(+1)

Good job. This was a very interesting game. 

(+1)

yo look guys it's the funny Kase game!!!1!
Not gonna lie, it feels pretty awkward to write a serious review for this one, but I'll try x)

First of all the game is really pretty, it certainly has it's own style, and the music you chose also gives well the vibes you wanted to give, despite me memeing about them a lot on the server. The gameplay is also very fluid and feels great to play... For most of time.

I think my biggest nitpick I never really noticed until you added the more bullet-hellish bosses is that I have very little air control. Like, if I jump while moving and just release the move button, the char will keep on going until I press to move to the opposite direction. This doesn't impact gameplay so much at first, but when you have to do some more quick acrobatics to dodge something it can really screw you up sometimes.
Speaking of the bosses, they really aren't bad bosses at all despite all my personal biases you're already tired of hearing me damping on discord, but the Pufferfish and Mr. Death in specific are 2 that feel very out of place on this game.
Firstly we have the pufferfish, whose sin he commits is being a super spammy boss the more you do damage on him, not to mention there is no clear telegraph for when he's gonna shoot spikes or not so there really is no way to defeat him properly witouth just standing on the corner and slowly shooting knivies at him wich I personally don't really think is super fun. It also kinda gets dragged down a bit because of the sluggish water movement, it really doesn't tie well with how fast the boss expects me to be in order to avoid both his spikes and himself, specially when we consider there are no variable jump heights, so I'm always either on the floor or on thr roof, no in-between.
Now Mr. Death Funni Dude is a boss that I think looks like would be amazing if he was in a game properly suited for bullet-hells, but this is sadly not the case. As mentioned before, the player's hitbox is way too big to actually fit into most of the bullet gaps, and the controls thenselves are also not tight enought to allow for proper precise dodging, idk if you noticed on the video I sent on discord, but I got hit quite a few times due to the char's deacceleration being too weak, and the strong knockback + kinda too few i-frames also allowed for me to get ping-ponged between bullets. It also really lacks some telegraphing, There's no way for me to react to some of his patterns on time when I'm too close to him.

Okay I really didn't want this to become a Boss review essay, but I just went with the flow of what I was writing and it just ended up becoming one lmao.

Anyway, still a gud game, a honor to be on so much of the credits despite not even remenbering having helped that much xD

(+1)

Nice, you did a great job choosing a scope and sticking to it. I'm not a game designer, but I'll leave some comments below (I'll mention that I played on keyboard):

Good:

- Atmosphere created both through consistent art style and music (always love some classic orchestral)

- Boss fights were fun

- Getting upgrades felt rewarding

To Improve:

- Minimap?

- I found the transition points between screens awkward and jittery, especially when jumping up using the booster jump

- Some of the font text is hard to read 

:)

Developer

The text being unreadable might just be the font itself, or a bug where the top part of the letter gets cut off. Either way, thanks for playing!

Submitted (1 edit) (+1)

Very well done! Only a few minor points of feedback:

  1. Player felt a bit unwieldy, as in, I never felt I was 100% in control
  2. The wobbliness on everything was a disorienting, as well as a few readability issues with background

The bosses were absolutely the highlight of the game, so here are some notes on them:

  1. bosses that mostly spawned enemies were disappointing, most of the enemies aren’t varied (charge at the player) so the player’s response is usually the same (move back and swing)

  2. The Bird boss was easy to cheese by standing in the doorway.

  3. Being able to walk around and just encounter a boss was nice. I’m not sure if you could do bosses out of order, but it felt like you could, which is arguably what matters.

  4. Tophat boss was a bit difficult at first, being how large the player’s hitbox was (this man is practically a zoner), so i was pleasantly surprised that i needed to apply actual spacing strategy to best his first phase. The same cant really be said about the second, it just doesn’t feel like there is any way to dodge the attacks aside from hiding in the corner where the bullets hit the wall. The 3rd phase, however worked nicely, especially with the new bullet type.

Overall, a very well done entry, and has me excited for more boss oriented entries in the future.

Developer

Oi, thanks for taking the time to write that out! The player control thing is mostly caused by no decrease in the x velocity mid-air. And yes, you are definitely able to fight bosses out of order. About the final boss, the 2nd phase is kind of hellish, but it's made with small gaps in mind, so you can literally sidestep most of it, which would be something you'd learn, bit unfortunate that it didn't apply for you. Thanks for playing and the detailed comment. (Your game/demo is absolutely lovely by the way)

Submitted(+1)

Fun. There is something surreal about playing as a fire ball shooting panda accompanied by Mozart, Beethoven, Brahms, Vivaldi and Satie.   

Developer

Lol, thanks for playing, but it's actually a knight not a panda

Submitted(+1)

This game is really fun, and I liked the bosses. The art is pretty nice and simple. The bosses are great and the music adds the perefect tone for it

Submitted(+1)

I love this game! A lot of original bosses and nice graphic :D Map would be useful but still the game is great!

Developer

Yea, I ran out of time and/or motivation for a map unfortunately, but thanks for playing anyways!

Submitted(+1)

Those boss's are a bit hard loved it.  Great controls nice blend of colours and gameplay once you get used to the jumping between platforms. You've done an excellent job there.

Developer

Thank you so much for playing and the positive rating!

Submitted (1 edit) (+1)

This was so much fun, I beat the game with 1HP left!  Excellent work, The use of classical music was really well done.  I especially like the jumping "bodyslam" animation, very cute.  Another note is its awesome that your bosses have multiple phases

Submitted(+1)

Things I Like:

  • consitent art style
  • DarkSouls bonfire reference
  • music choice

Things I Would Change:

  • add minimap given level size
  • add controller support, or just use arrows for which way the weapon slashes

Broken Stuff:

  • clipped into walls a few times
Developer

Hey, thanks for playing, but could you tell me where and how you clipped into wall(s)?

Submitted(+1)

no, I don’t recall, it acted like a physics glitch, not a missing collider.

Submitted(+1)

Oh you really got me with this music. Solid work on the sound in general (even though the sidechain on music is a bit too noticeable. I had fun!

Submitted(+1)

Awesome metroidvania!

Great feeling with the double jump and sword shooting. Juicy stuff!

So many unique monsters and bosses. All behaved well too, as far as I could see.

Three things I noted:

1. Would have been nice with some boost upwards or something when you jump up to a room. The screen transitions are a bit back and forth now, made me a little dizzy.

2. Some areas felt kind of empty, no enemies, just an empty room.

3. The jumping was a little weird to me. I'm used to the character stopping the horizontal movement as soon as I release A/D, but here it kept moving in the original direction until it landed. I got used to it though.

Awesome entry, well done!

Submitted(+1)

That worm following me before last boss, goodness. He was not very friendly! :D

Cool with the slow motion zone.

Submitted (1 edit) (+1)

Hi I am still playing grate game I can finish it right now but I will later and do my rating, I am dedicating my time from now to the next MM game jam to learn godot 4 and 1 bit pixel art . I checked out your repo .  did you use godot 3  or 4 to make  this game ?  

Submitted

käse used godot 3

Developer

Indeed, I did use godot 3, although that was only because gd4 wasn't out at the time and I did not have the time to convert the project, I am using godot 4 as of right now

Viewing comments 24 to 5 of 24 · Next page · Last page