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Living is a problem because everything dies's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #374 | 2.869 | 3.429 |
Overall polish | #472 | 2.390 | 2.857 |
Overall | #539 | 2.351 | 2.810 |
Creative use of art assets | #661 | 1.793 | 2.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very solid roguelite framework! Well designed upgrade system, impressive enemy variety. The highlight concept for me was the shield draining fairies. They were Super annnoying, which made me respect their design. My criticisms:
There doesn't seem to be any reason to engage in melee, since the arrows are infinite and just as effective.
My first two playthroughs immediately dropped me into a boss room, which I wasn't a big fan of. The second time, I managed to take it down, and then rolled to enter a shop room with the literal 3 gold pieces that the boss dropped. Imagine how unpleasant that first impression was :P
The boss's teleport was frustrating because the boss is the same color as its projectiles, AND the projectiles remain after the boss teleports, so it was irritatingly difficult to keep track of where the boss was. I think the projectiles should be a different color from the enemies.
Other than that. I think anything else I'd ask for is just more polish like sound effects and music. I think you've set up a very good foundation here that's ripe for expansion with more enemy variety and upgrade types if you wanted to. Great work!
Engaging game! The combat was fun and I liked the level design. I did find myself not really using the sword at all, but that might come down to playstyle.
Really fun. Knocking the enemies around was missing some impact, I think sound could improve the feel massively. Very fun and ratehr polished!
Thanks for taking the time to play!
Yeah I planned on adding knock back with the sword and sounds and music into the game but ran out of time, 48 hours goes by so fast.
Wow, that was cool! I had fun! I died to the first boss--I felt like I didn't quite...know where he was a lot of the time? But I still had tons of fun. The game felt really tense and exciting, even on the first floor. This is one I could see myself going back and playing again.
Thanks for playing!
I appreciate the feedback, yeah I get that, the boss mechanic when he shoots about 12 bullets off in quick secession was added in the last hour, I wanted to add more bosses too but focused more on trying to get the power ups "balanced" to a point the enemies aren't too hard and the player isn't too over powered. You don't realise how much planning and effort goes into making a game feel balanced until you actual get down and do it yourself, But i learnt lots in the process.
I know! I wanted to add a boss but I didn't even get that far, so kudos!