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Enchirus, The World Eater, Has A Tummy Ache's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1KkqNVG-hFunZZlgGNNJPjR-RjQQnJ4uK_FooD_E7OSs/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
YES!
Is your game set to public on itch.io so we can see it?
yes
Summarise your game!
Mechanics:
The game revolves around the central mechanic of spitting, this is how you will deal damage, spawn health pickups, spawn bosses etc.. The void dodging mechanic (right click ) serves as a way to give the player a lot of leeway to avoid attacks and is much more forgiving than a typical dodge roll. there is also a hop ability and it can help you have greater control than your default mobility. The hop is designed to be fun and quick way to express movement so it is cancelable into spitting and void dodging.
Story:
Enchirus is a god. Specifically a world eater. Enchirus gets into all sorts of trouble eating castles, planets, towns, and people. But Enchirus ate something recently that isn't sitting well in her stomach. You'll have to throw everything back up to figure out what it is. I bet some of the people you ate won't be too happy to see you again. The secret lore is that Bjorn is spiteful because Enchirus ate his entire family a hundred years ago at a picnic and he's been getting stronger day by day fighting in the void of your stomach.
Please explain how your game fits the theme:
Your body has become a weapon of your own greed. Regurgitate the enemies you fight against. Everything used as an attack comes from within your body. An alternate interpretation is that you're just simply a weapon of mass destruction.
Is there anything you'd like the judges to pay particular attention to?
I spent a lot of time making sure the spitting mechanic felt satisfying and the movement states were tight and flowed well into eachother.
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Comments
I gotta say I thought the game was about exploring and throwing up grass. Imagine my surprise when it was a dark souls bear boss fight. 10/10. The only feedback is that in addition to the dodge there should also be a dash (or maybe the dodge speed could be increased) to make it easier to evade the spin attack. But other then that I would say the telegraphing was S tier.
I love the concept, really nice execution
Great presentation. It's too hard but you already know that XD. I think is because you assumed everything know how boss fights from that genre works. Also if player had enough time to learn the movement better, it would be much easier to figure out how to dodge boss' attacks.
The models, animations, and overall concept is really well done! But man is it hard.
Characters are so cute! I really like the smear in the boss, Disney level animations! I agree with comments up to now, the game is really hard, maybe with more time you could master it. Would be nice to be able to dodge for longer though!
Thanks Alex appreciate you, its funny cause i was worried during my own testing that it wouldn't be enough of a challenge, but its clearly not the case after watching some actual playtests. the post release version should address a lot of things that will overall make it less overwhelming.
I gave it another try and managed to complete it with another handful of plays. On my end, I think the issue was that I was using the dodge to try to run away while (if I understand it right) it's meant to be quickly turned on and off. It also feels a bit slower to respond than dodges I'm used to. I'd love to see you play it, maybe there's something you do that's obvious with dev insight that might not be as obvious for someone coming in blind.
yea your right, so their is an underlying system where it costs more end lag to be in the dodging void state for longer. its just not communicated well enough. giving this mechanic more clarity would improve the experience a lot i believe.
Okay I was NOT expecting that. I absolutely love how unassuming the very beginning is and had a true WTF moment when the boss appeared. Suffice to say I was pleasantly surprised! I do wish I had some way to heal as I (a Certified Soulslike Master™) actually had some trouble avoiding damage, and five hits is not a lot. (…Or maybe I just need to get gud.) Truly amazing visuals and animation for “just a game jam.” I wanna see more! Amazing work.
thanks i appreciate that! i think making the hearts could pop up a bit more frequently in the queue or clarifying the ways to avoid damage better would help with that
One of the things I like about Soulslikes (this one included) is the very oddly timed animations on enemy attacks. It kind of forces me out of thinking about what the attacks should feel like and gets me to actually watch the animations of the bosses for telegraphs and such. In short – I think the actual combat is really interesting and the animations are seriously polished. Of course starting over is sometimes frustrating – but that could be chalked up to being “part of the experience.” I really don’t have any actual complaints or serious critques. Y’all should be proud!
I love the art style in this game it is so cute. The combat feels nice and once I realized you were invincible during the sprinting it made it way more possible to defeat Bjorn. I think sometimes it's a bit too long before you get something useful to spit at him, but overall this game was really fun and I enjoyed finally beating it! Great work!
Thanks for this, i definitely agree about the queue having a bit too much useless items