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A jam submission

Chronic LooterView game page

Made for Mini Jam 140: Dungeons² | Harmless Weapons
Submitted by aerial301 — 10 hours, 27 minutes before the deadline
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Chronic Looter's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#23.9003.900
Overall#113.4003.400
Use of the Limitation#183.1003.100
Presentation#183.3003.300
Concept#193.3003.300

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

Team members
me

Software used
Phaser, GIMP, Libresprite, Labchirp, LMMS, Audiotonic

Use of the limitation
Toby can't harm anything with his healing spray and teleportation thingy.

Cookies eaten
Indeed

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Comments

Submitted(+1)

Really fun game, the one thing I might say about it though is try making the player a little bit more visible because most times I lost track of where it was

Submitted(+1)

Really liked it, I'm addicted :)
Spatial challenges are interesting, I think the somewhat simple AI pathfinding actually helps the game and is fun to play with.
The teleport is really fun to use but makes the game a bit too simple in my opinion. I didn't the use the heal spray that much.
Great job!

Submitted(+1)

This is a crazy good submission! The ui, sound, and gameplay all feel so refined and smooth. The procedural generation was so good that I didn't realize the game wasn't ending until I made it to round 11 and realized something was up. Extremely impressive for 3 days, very well done! 

Submitted

ohh maan this is crazy satisfying

and i really like the procedural generation im a lil obsessed over randomized things too

Submitted(+1)

Super fun game! I really love the sound effect and the teleporting was so fun! It's particularly juicy! Personally I think when I'm left with 2-3 things left to find there should be some UI to indicate where they are. Timer for speedruns might be a good idea as well! Thank you for the game and great job!

Submitted(+1)

This is a solid entry! I really liked the sound design and the concept of teleporting around the field to avoid enemies instead of harming them. One comment I will make is that I didn't feel enough of a challenge with having an easy way to heal myself, but I still found the gameplay loop quite addicting. I would add a timer to tell the player how long they've been on a level. A good way to encourage speedrunners!

Submitted(+1)

Awesome gameplay and nice visual style! I really enjoyed the sound design, which really contributed to the atmosphere. The procedural generation is very well done as well. My only concern is that the player's speed might be a bit too fast, but I can see how that ties into the method of gameplay. Overall, a fine game! 

Submitted(+1)

Congratulations--this is an extremely addictive game. I think the random generation works very well; I made about 20 attempts and did not become aware of any unpleasantly repetitive patterns.

The controls are very original. They take some getting used to, but they're very effective, and they are at the heart of the game's fun factor. I was floored the first time I realized that you can teleport even when zoomed out. This is a phenomenal power, and what's more, it's not unduly restricted by a mana bar or a limited number of uses. Instead, the difficulty of the game flows organically from the challenge of mapping out an effective route and executing it without getting tackled by too many enemies.

The introductory cutscene has no music or sound. It's amusing the first time, but it should be skippable.

The ship's movement is somewhat jerky. I think this is intentional, but I wonder whether slightly smoother movement might improve the experience.

The enemies move in straight lines, ignoring obstacles. I am conflicted about this--adding pathfinding might make a more interesting challenge, but it would probably make the game even harder. :D

Developer(+1)

Thank you very much! Very glad that you found the game enjoyable!

Regarding the enemy's pathfinding, Phaser has a pathfinding plugin that I was planning on using and it would have added a bit more challenge, but I had the level's data structured in a very dumb way with each block on its own grid which made it a bit difficult to use the plugin properly


Combining all the blocks data into one big grid would have probably worked, but I didn't have time to experiment with that since I still had to finish the UI and other stuff.

Thanks again for playing and for the feedback!

Submitted(+1)

Very interesting! I don't know anything about Phaser.

I intend to experiment more with pathfinding in the future. Unity has a native function when working in 3D, but in 2D, you have to build your own. :)