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A jam submission

THANATOS (Mini Jam 92)View game page

A game about a soul or something
Submitted by ExoPrism — 4 hours, 45 minutes before the deadline
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Play away.

THANATOS (Mini Jam 92)'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#283.5833.583
Overall#672.8542.854
Concept#722.9172.917
Enjoyment#782.5002.500
Use of the Limitation#802.4172.417

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
ExoPrism

Software used
Godot 3 (Engine), Aseprite (Pixel Art), Beepbox.co (Music), MuseScore (Music)

Use of the limitation
The more you die, the weaker you get. If you die, your speed will decrease and your weapon will deal less damage. And now (with Version 1.1), you get healed when killing an enemy!

Cookies eaten
0 :c I did eat two cupcakes tho, if that counts :D

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Comments

Submitted(+1)

I like the art, the intro and outro, and the messages at the end telling me to leave were a good touch! The enemies seemed to leave me alone, so I just walked to the final boss only killing a few. The final boss got destroyed because I shot a bullet every frame when I was close, but that was pretty funny lol. This game has some great atmosphere, congrats

Developer (1 edit)

I'm glad you enjoyed it!

Yes, the enemies are a bit of a problem, because while one of them was originally going to charge at you, that kinda didn't properly work and made for immense lag so I had to change it last minute

(+1)

Good game

Developer

Thanks!

Submitted(+1)

updated = better!

Developer

Glad you like the changes! :D

Submitted(+1)

I like games with stories so thanks for the effort with the intro. Also the style and sound design is great. Good work!

Developer

It's just a very short story, but I did want to give the game a bit more meaning behind where you want to go and why you lose after dying too often, so I'm glad you liked that^^

Submitted(+1)

I like the art style of the game, it’s really cute, and the music fits well on the overall aesthetic, I get confused where I am going because of the clouds covering the path of where I am supposed to go, and I think the brown guy should have a range on how far it can damage you too but overall, Good Job!

Developer (1 edit) (+1)

The 'clouds' (which were supposed to represent tree leafs but I failed on doing that correctly lol) were supposed to give you hints on where to go BUT covering your path, but it seems that it'd be better to show more, you're right.

About the 'brown guy', Minisense, that's actually something I hadn't thought about but it would make the gameplay way better. I just wanted the player to kill him because otherwise he'd always hurt you, but maybe that's a bit too hard to get. But I don't think if I'm too big of a fan of this 'running away'-gameplay, y'know? I'll think of something, for sure!

Thanks for playing and giving me your feedback! :D

Submitted(+1)

Ohhhh, thanks for clearing it up for me, it’s still a pretty fun game :D

Developer(+1)

Thanks! I just finished the changes, btw! They should be up in a minute!

The Minisense then only hurts you in a specific radius and the path to go is made more clear! :)

Submitted(+1)

the level geometry and the visuals seem to be completely disjoint from one another, so i was more or less just blindly rubbing against walls trying to see where they’d let me in

lasted a good long while, but the first time i died everything became impossible, and it just wasn’t worth even trying to continue

Developer

Hey!

How exactly were they completely disjoint from each other?

There are a few invisible walls to guide your path but e.g. the clouds, leafs, whatever they are, do not have a hitbox on their own.

Although I do get how that may be confusing...

I'll try to make it a bit more clear where you're able to go and make death not as bad as it is now!

Submitted(+1)

yes there were multiple times i wanted to go under something, but the game said no, blocking we with an invisible wall. a visible wall would have been much better in such a situation. and i’ve slept since then, but i remember there being one section where the way forward was completely hidden behind a cloud, again making for blind play

Developer(+1)

I have now removed some (not all!) invisible walls and cleared most of the paths hidden by clouds or made it clear where you are able to pass through them, so it should be clearer now!

I also reduced the amount of HP, speed and attack strength you lose after dying!

Submitted(+1)

nice graphics and music but i have 3 issues with the game

1- the colliders are really weird and i have no idea why

2- the brown enemy keeps damaging me when they hit me once, and i lose because of that

3- am sorry to say this but, the concept of getting weaker the more you go is really bad, that's like making a hard game harder, therefore after dying 2-3 times it's better to just restart the game instead of continuing


it's always better to make a game easy than hard, if a game is easy it can still be fun, but a hard game it's probably frustrating unless done right to be challenging, but it's really hard to do so.


also the cutscene was cool

Developer

Hey! So, let me try and answer all of that^^'


1- Yup, sometimes it is a bit weird which is the case because this is the first time I have created where you possess of a bullet, so sometimes it doesn't work fully as intended.

2- That is the entire point of them. Once they hit you, they stay in place and start damaging you. To stop them from doing that, you have to kill them.

3- I personally think that the concept is not bad, I just did not have enough time to think it through enough, so I didn't really do that much with the concept. It was just really difficult to get a good and well thought out idea that makes use of the limitation, but I get that it may make things too hard :/

I personally did not notice that it went too hard, but as a developer, you obviously don't. But thanks for your feedback, I'll try to find a way to make it a bit less hard (even if it's just giving you more HP) and to give the concept a bit more depth! :D