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A jam submission

You are [UN] Dead, Enjoy Your StayView game page

Pseudo rogue-lite horror dungeon crawler
Submitted by DrManatee — 2 days, 20 hours before the deadline
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You are [UN] Dead, Enjoy Your Stay's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement#354.0194.019
Overall polish#424.0004.000
Overall#543.8333.833
Creative use of art assets#1573.4813.481

Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 40 to 21 of 44 · Next page · Previous page · First page · Last page
Submitted

Connecting movement to health was a cool concept. Finished with 5 deaths by spamming the rapid fire. Great execution and polish!

Developer

thanks for playing! I'm glad you enjoyed the game, I also love spamming rapid fire as well

Submitted

I enjoyed your game a lot, very cool concept and a very good way to ecourage players to keep players when they die!

Developer(+1)

thanks for playing, I'm glad you enjoyed it!

Submitted

Fun concept! I enjoyed playing it!
The control scheme is really smooth, it feels super good to run, jump, and shoot. Great job on the base mechanics.
I felt like I ran out of blood and died /really/ fast, but once I got better is was more manageable. Just a pretty difficult game right from the outset.
Overall though, really great job!

Developer(+1)

Thanks for playing, I'm glad you enjoyed the game! 

I spent a lot of time before anything else just working on the physics, cause I would have hated playtesting a game with sloppy physics.

I tried making deaths not necessarily a negative thing, but more of a chance to restock on resources (namely blood) and do better the next time. But you are right that it does provide a negative difficulty curve if you look at deaths in the traditional sense. I have plans to expand this game concept further and add more mechanics that emphasize the importance of dying, such as being able to talk to characters / buy things from shops / progress the stories when you are in purgatory after you die. Idk if any of that made any sense 

glad you enjoyed the game though!

Submitted

I dont feel shoot mechanic but i wanna feel it :D

Mb screenshake or something same can make me happy

Anyway i want to say: its very good polished game. I will play it sometimes else

Developer

To add screen shake I would first have to learn how to do screenshake! It is definitely on my list of things to learn, I just didn't have the time to watch tutorials and implement it. Thanks for the feedback!

Submitted (1 edit)

Nice game, was really fun to play and engage me, the idea of runing over sites you already being to make your life persist was great (but i think it should be just once per game round, and don't have the path already created when revive, it make it more easy). Just have 2 problems whit the game (maybe cause im not a good english speaker) the words font was hard to read... so it make me being confuse on what every thing does. The second problem is the game was more easy than it should be, the upgrades are good, but i think unnecesary too. except for the life loosing over walking, other upgrades are making the game too much easy and make the game more short. The boss was killed in 5 seconds xd. Anyway, nice game. I enjoy it

Developer

Thanks for playing! You are not alone in not being able to read the fonts, I picked a really bad font for readability, oops! And you are right, the game is really unbalanced at the moment, I basically typed in the numbers and called it a day, should have sent it off for balance testing more but I ran out of time

Submitted

Very nice, very polished! Fonts were great, text was funny, loved it.

Developer

Thanks for the praise! The humorous stance was something that was a late addition so I am glad it is appreciated!

Submitted

Very polished gameplay! Various weapons, enemies, upgrades... Nice!

Developer

Thank you, glad you enjoyed it!

Submitted

Damn, there seems to be a lot of content in this game, amazing work. Even better when considering that you made it in 48h! The idea is great as well, quite interesting. 

 I would suggest polishing it a bit more, adding some music and some more sound effects. I think this game could easily become a bigger one :)

Developer

thank you for playing, and thank you for the praise! The lack of music and sound effects was actually just a volume issue. They're there, just very quiet! But thanks again for playing, and I do have plans to flesh the game out more. Cheers!

Submitted

brilliant little game! Super impressive the amount of depth and gameplay that you have managed to achieve during a short time period!

Developer

thank you, I'm so glad you enjoyed it!

Submitted

Nicely done. Very, very satisfying. Good progression, tight controls, great combat. 

Developer

Thank you, I'm glad you enjoyed it!

Submitted

Really awesome little rogue-lite game! I had a lot of fun with it!

Each time, I died, I wanted to continue again until I beat your game, the upgrade menu is really clever. And I found that it is well balanced overall. 

The only critiscim that I can make: it is for the selection of Spells that I found it quite slow in order to change spell. So, for me if you extend this game in a bigger one, I think that you can improve a lot the Spell selection, for example by assigning a unique key for each spell (like 1, 2, 3, etc. of the keyboard).

Developer(+1)

thanks so much for your feedback! I agree with your idea on the swapping, I had the same idea but I was spending too much time trying to make the weapons modular, and just ended up hard coding them. You don't want to see the code, it's a nightmare LMAO. When I expand this game after the jam I'll try to learn better techniques that allow me to add more QOL changes like you suggested. Thanks for playing!

Submitted

I thought I already left a review, but I can't find it!

Anyway, just wanted to leave my impression here! I thought the movement mechanic made for really interesting and challenging gameplay, and the different power ups for attacks was really well integrated into the theme of the game. Top notch!

Developer

I'm glad you enjoyed it! Hearing people enjoyed my game makes me feel all fuzzy

Submitted

I know what you mean ;) 

Submitted

Pretty cool game! I couldnt defeat the boss, at some point i just could hit him. Dont know if it is intended :P. Really liked it!

Developer

The lich is supposed to be invulnerable when he is in his teleport animation, and he sometimes teleports in place to juke your attacks (completely RNG)

Was he invulnerable when he wasn't teleporting? It might have bugged out in that case 

Glad you enjoyed it though and thanks for playing!

Submitted

Tasty!

Submitted(+1)

Surprisingly good meat off of those ghosts & skeletons!

Developer(+2)

What can I say, they are juicy bois

Submitted

Really nice art style and a fun base game mechanic. Overall very enjoyable. Maybe add a scroll wheel option to make the switching between spells easier and more intuitive.  But like I said a really fun game and would be great to see more of in the future.

Developer

Glad you enjoyed it! I tried mapping it to scroll wheel at first but it was really buggy and kept double-swapping or not registering. Instead of fixing the problem I completely ignored it and swapped the controls! Thanks for the feedback!

Submitted

Haha that is the same as my game the art of the bodge is very valuable. :)

Submitted

Very fun, made me play until the end. 

Submitted

This is a cool game :) I loved the concept and really good job on all the polish! I also liked how it was well-taught: There was no need for a hand-holdy tutorial because every mechanic got introduced gradually. I was also impressed with the ammount of content, quite a lot for a jam game! In terms of things to improve: I found the font a little difficult to read and perhaps you get a little too powerful towards the end with all the upgrades. Really good job overall though :)

Developer

Thank you for playing the game, I'm glad you enjoyed it! Thanks for the feedback about the game, I spent nearly no time balancing so I could spend time on other things, and it shows LMAO

Submitted

This game is so well designed , well done . 

the way you manage your own flesh as a resource is genius , you lose it if you walk on the ground , but as soon it is covered in blood you don't loose blood anymore , this in addition with the spell that detonates the blood on the floor but deals a lot of damage creates a interesting choice. 

the fact that you use every part of the bodies of the enemies is very creative .

The art is also incredible , the way red gets hidden in the dark and the gory visuals create this fantastic atmosphere. 

I also love the shop system  , even if I think that you get way to strong when you have all the upgrades .  The boss at the end got obliterated by my machine gun spell in seconds. 

Level design is also very well done especially the way the level loops into itself with the shortcut at the and.


Seriously , make this into a full game , maybe as a very difficult RPG metroidvania or something like that , a few more spells that interact with the environment , some interesting bosses and different looking areas and I would totally buy that.

by far the best game I have played today

Developer(+1)

Thanks so much for the high praise! Makes my day to hear that people want this game to be developed further! I actually have plans on using this concept to make a new game from the ground up as I have a lot of ideas with this concept. Right now I am at the planning stage where I'm writing down all of my ideas into a design notebook and also looking at tutorials to try and learn the more complex tools I would need to develop this further. Let me know if you want to hear about my plans/ give feedback, don't want to talk (type) your ear off!

Submitted

Oh I would love to hear more about the game and your future plans .

Developer

Ok I'll type it up after I finish your game!

Developer(+1)

So I was planning on making it into a Metroidvania but another commenter pointed out that the health draining mechanic discourages explorating for secrets so it would be hard to make it into a Metroidvania and I agree with them.

Instead, I plan to go in the direction of more of a rogue-lite game with a randomized map. However, so the player can take advantage of the blood they placed on the floor, instead of the map being randomized on each death the player can respawn in the same map a certain number of times to explore it further. Either I will make this a stat you can upgrade or make it so you can buy something that increases the amount of times you can go back to the map. I don't have the specifics down yet but I want it to be some sort of risk-reward design.

When playing on a fresh map, I was thinking that you could only start with one spell that you choose, and the rest you would find scattered throughout the map. More spells would be added to the drop pool as you level up. 

I was planning on adding more movement spells and spells that interact with blood on the floor. For instance, I was planning on having the blood explosion knock the player around too, and have a spell that allows players to swim quickly through dried blood and damage enemies, and a spell that allows you to teleport to a blood spot and appear in an explosion of blood. Additionally, I was planning on allowing you to paint the walls with blood, by wall-sliding or by using spells that can do so, so you have more options on using these blood abilities.

I am still thinking about how I will handle overall progression but that is what I have thought of so far.

Let me know your thoughts, I would love feedback on these ideas!

Submitted

first of : sorry for not replying sooner , I just overlooked this 


personally I find the idea of it being a rogue lite slightly less appealing than it being a metroidvania , this is to a big part just my preference , because when I played games like dead cells or enter the gungeon , I played through them once fairly quickly ( dead cells took me just two tries to kill the final boss , there was a lot of luck involved ) and after I finished them I just couldnt bring myself to playing these things anymore because I knew , all I would find would be useless because the final boss is already beaten once , most times developers add more secret bosses to the game after its realiese but thats the same thing over again , 

In metroidvanias I spend usually way more time not only because they are longer , but also because I replay them very often , the key difference is that a game like hollow knight , dark souls or super metroid is so well designed and allowes for different strategies every time while the level architecture stays the same . after beating a rouge lite I always feel like there less variance in level design , because it feels very samey all the do to its random generation .


However especially in the case of your game I feel like the mechanics lend them self perfectly to a metroidvania and a rouge lite would harm them . 

as you sad the idea of spilling blood all over the place to better move around is a perfect fit for exploring , every time you enter a new area you have to push against the boundaries of your domain so it gets somewhat like the ink mechanics of splatoon . I would double down on this aspect of the game , because its something I've never seen in this context and it impressed me a lot . 

But of course its your game and you decide what to do with it and I have no right to tell you how it's done .

I can clearly see that you are a very skilled game designer and even if it would become a rouge like or rouge lite it will most certainly be a great one and I will keep follow the development of it .

  

Developer(+1)

thanks for taking the time to respond, I really appreciate your feedback! You are right that the hand crafted aspect of the map is diminished when it is a rogue-lite, it trades quality for quantity I suppose. 

The blood mechanic does work well for the common Metroidvania trope of backtracking, and it would make it fun to backtrack if you get to use your movement abilities to do so.

I'm still on the fence between the two, and I'll have to ask more people on what their thoughts are for this. Regardless, thanks for your input, I will keep it in consideration!

Submitted

Cool roguelite, I caught myself always calculating the jumps to save health haha

Developer(+1)

That's the way, save health like it's a precious resource! Glad you enjoyed my game!

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