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BitRot's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Use | #6 | 4.600 | 4.600 |
Creativity | #7 | 4.600 | 4.600 |
Overall | #15 | 4.240 | 4.240 |
Visuals | #21 | 4.400 | 4.400 |
Audio | #23 | 3.800 | 3.800 |
Entertainment | #40 | 3.800 | 3.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Amazing theme use, love all the vinesauce references and the inspiration from the hardware corruptor. Very competent base for a zelda 1 type dungeon crawler.
How does your submission fit the jam's theme?
Corrupting a game inside the game is the main mechanic.
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Comments
The inner game is really well done, the big knob works pretty well. I looked at the other comment you posted but I didn't notice anything with the buttons, even with big nob maxed out. But the idea you had for this is great
it's not the most obvious, but the debug panel shows the different stats changing for the player, as well as each enemy type.
https://imgur.com/a/XQSzIlf
here's some max corruption with the buttons enabled. Melpert and the Slime Girls are beeg.
Fun concept, I had a lot of fun with the knob, didn't quite get the buttons though. And that BGM was a jam!
We wanted the buttons to be a little bit mysterious, but we also wanted to have LEDs (different colors) that tell you if the button is on or off.
But essentially, each button controls a smattering of player & enemy stats, and makes them subject to the knob's corruptive influence. If we had more time, we could have fleshed-out the levels more, so you would have to, for instance, shrink Shroomguy to fit through a hallway, and live with any of the other stat consequence.