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Crypt of the Blood Moon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1 | 3.227 | 3.857 |
Innovation | #5 | 2.510 | 3.000 |
Overall | #7 | 2.892 | 3.457 |
Graphics | #8 | 2.869 | 3.429 |
Sound | #8 | 2.869 | 3.429 |
Prompts usage | #9 | 2.988 | 3.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Your mixed prompts for your game
Dungeons, Vampire and Zombies
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Comments
I had so much fun with this game, pretty solid and it has a lot of content. I will take that the Dungeons prompt is used as a narrative choice. There is a lot of type of enemies but the fast pace combat doesn't let appreciate them, but in the long run you have the opportunity to watch them a lot of times. I got to the point of i couldn't grab more power ups i didn't know how to dispose of the ones that i had; so, if there is a way of discard your current power ups would be nice for more builds on the same run.
The visualizations of the times are very functional, to know when an item and enemy are very great, and about the progress bar of the dash and the rapid fire is so good. I didn't know how to recover health though, so i couldn't comprehend all of the systems in your game.
Overall, a very great game, i really don't know what it needs to be improved.
Thank you very much for the comment!
There is indeed a way to discard items. You can discard any item by pressing its respective number 1-8. I even included it in the post and at the beginning of the game. I was thinking about adding this information somewhere else as well, but I haven't thought of a good way to do it yet, discarding an item also gives you 100 points, so it's actually a sale rather than a discard XD
The dungeon was really more about the narrative part, the fact that you are trapped in a cave with several monsters and rewards, I also took a bit of the dungeon crawler idea, I would put several rooms for the player to explore randomly, maybe I will implement this better in future versions.
the ideas for both the energy bar and the dash bar came out of nowhere, as did the difficulty and enemies, but I really liked the result so I chose to leave it in the final version
Regarding health, there are currently two mechanics added:
The pulsating heart that increases your maximum life by 1, what you can do with this item is use it as a healer, selling it if you lose the life you gained, so it can appear again
The wooden shield 20% chance of blocking damage caused to you, it's like a random extra life
Other items focused on healing will be added in the future, as there wasn't time to make many different enemies for higher levels, I avoided making mechanics that keep the player alive for that long, estimating a maximum average round of 12 or 14 in this version, with the current boss appearing in round 9, from this round on, an infinite mode is activated, gradually increasing the difficulty until infinity
new items and enemies may be added in the future, making the player stay alive longer during the game, perhaps the room change system each round will also be implemented, something like "Defeat all the enemies in the room and then the item will appear, take the item and go to the next room"
At the beginning of the project I didn't imagine that I would like the implementation so much, but I liked the result so much that I'm considering posting it on Steam as my first game there, I usually only post my games on Google Play for mobile
Thank you very much for playing :D