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A jam submission

Sweeping ServicesView game page

Clear a bloated basement!
Submitted by breadroll
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Play game

Sweeping Services's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#173.5183.889
Concept#293.6184.000
Overall#313.3673.722
Presentation#403.3173.667
Use of the Limitation#483.0153.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
AzurSpark

Software used
Godot Engine, Aseprite, Audacity, and BFXR.

Use of the limitation
The game functions closely to Rogue, with procedural generation and a complete reset when you lose.

Cookies eaten
Zero :(

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Comments

Submitted

Pretty neat game you've made here! I really like the multi-faceted use of the duster (cleaning cobwebs, dusting furniture, and shwacking baddies)...so much so that I really didn't use the vacuum too much. Music and sounds worked really well. I had a wall generated in the middle of a hallway though, like halfway through, which blocked my access to the rest of the level. Otherwise I didn't notice anything too glaring. Nice work!

Developer(+1)

I've never seen that in the generation of the level before, so perhaps I'll look into that.

Submitted

Wonderful game in all aspects! Well I must say that I had a similar idea about cleaning dungeons maybe my concept of cleaning was more brute.

Submitted

Game played on stream here: https://www.twitch.tv/asfunasfun

Really solid game! I liked the simple gameplay mechanics, enemy design and controls! It would be cool if there was some motivation to clean each room. I got through part of it without cleaning anything and just found the end.

Anyways, good job!

Submitted

Wow, what a great game. First off, presentation is enjoyable, with nice art & music. The procedural generation is varied & organic, & I couldn't even tell how you did it, which is a good sign. The enemy types are varied enough to where they don't get stale, but there isn't too many to learn either. Also, the boss fight at the end was very unexpected.

I noticed that whenever you transition between floors, the music bugs out. I also noticed it happen a couple times when a room was entered too. The boss fight at the end was in my opinion too difficult, as if you die to it, you have to do all 6 floors over again, which isn't very fun.

Overall, excellent job!

Developer(+1)

Yeah, the organic generation wasn't very optimized, so it has some trouble running on the web. And I guess the roguelike aspect of it makes it incredibly difficult, as all progression had to be ended when you died (this is why I prefer roguelites over this). I'm glad that you took the time to get to the last level, though!

Submitted

Really enjoyed the music and the game.  Positive vibes. Has some depth and strategy.

Surprised that only 1 person made this. But lacks a bit in the limitation.

Developer(+1)

I only noticed procedural generation and the emphasis on one-run progression. Can I have pointers for more roguelike aspects of the game?

Submitted (2 edits)

imo the defining aspects of a roguelike are randomness, permadeath and upgrades.

Randomness comes in many forms. Lots of roguelikes have random maps, but its not a requirement. Risk of Rain 2 doesn't have random maps but slight variations of its maps with random spawn positions for enemies, rewards, bosses, etc.

Permadeath is just permadeath.

Upgrades seem to also be a defining aspect of the genre. If it wasn't then you could start arguing that flappy bird and minecraft are roguelikes.

The more experience you have in roguelikes the better you will understand what makes something a roguelike and what doesn't.

tl;dr good game, but runs should have more variety

Developer(+1)

Upgrades is a thing I only sorta had in the game, as they were randomized and only dropped in boxes (there wasn't a clear indication either, but I managed to fix that), so maybe finding a better was to incorporate that would be beneficial.

Submitted

Nice game - has the makings of something more than a game jam!

I like the variety in rooms and enemies and objects you managed to sprinkle in here as well as things like a functioning minimap and procedural generation. How did you manage to do all that in 3 days!?

If you want to expand on this concept I think you need to figure out how to better incentivize using the vacuum - between it's short battery and range I was mostly feather dusting my way through the game. I think it would also help if hitting enemies gave more tactile feedback - I wanted something juicier for hitting them or hoovering them up.

This game is very cool - solid presentation, good mechanics, good execution.

Developer

The vacuum is indeed a little weak, and I didn't have time to properly balance the battery with it. I'll definitely make sure to deal with that in the next update. (I also want to add hit flash and knockback to make the duster a little more impactful)

Submitted(+1)

That seems like an awesome set of features that would really go a long way. I really liked your game, and I know that it's hard to get all the features you want into a game jam game - so I hope I didn't come off negatively!

Submitted

This game really deserves more attention! It is really polished for something made in only 3 days! However, i think the tutorial should be a bit more clear with less text and i don't really get why to use the vacuum cleaner when the dust cleaner can also remove enemies. But overall, really nice idea, i played it for a while. Also great visuals and music! Maybe if you have a bit of time, you can check out my submission too. Thanks! :)