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A jam submission

Super Monster Smash 64View game page

Doom meets Dark Souls
Submitted by erikmillergalow — 25 minutes, 33 seconds before the deadline
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Super Monster Smash 64's itch.io page

Results

CriteriaRankScore*Raw Score
Quality and fit of sounds and sound effects to the game#34.0004.000
How well did game visuals follow the N64 Spooktober theme?#63.8333.833
Unexpected or surprising elements in the game#63.5003.500
Cohesiveness of game elements#73.6673.667
Overall#73.5283.528
Overall uniqueness of the game concept#83.0003.000
How well did the game follow the constraint#93.1673.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Thanks for adding mouse support. I thought I would never be able to play this game because my controller only has one stick!

I got absolutely smoked the first few times I tried the game. But once I learned to strafe, it went from unplayable to just very challenging. That being said, I’m old and was never very good at videogames, so I can definitely see others having more success.

The shield upgrade didn’t help much, as I would only be able to reflect one projectile before the ghost got to me. The bullet speed upgrade just made me aggro more ghosts than I could take on.

That being said, congrats on having an upgrade system in the first place. I don’t often see progression in jam games. That, plus the map generation options, and the arena shooter gameplay potentially add a lot of replay value to this game.

Issues found:

  • I can’t close the game window during a run
  • After I unplugged my controller, mouse look no longer worked
Developer

Thanks for playing and for the feedback! Yeah I didn't have a ton of time to balance the gameplay, my strategy is to take out the enemies in the first row and get spell strength/speed upgraded as much as possible before moving further into the grid to get the chest. I usually try to corner enemies in the second row to avoid triggering a ton at once. The player gets pretty OP quickly with strength and speed upgrades, though it still requires enjoying twitchy-reflex gameplay.

I also wanted to make reflected projectiles either one-shot or reduce the enemy's health by half to make it more worth it but ran out of time. I think the way it is probably leads people astray because the shield upgrade sounds the most interesting, but provides the smallest benefit out of the upgrades as is

Submitted

It has a certain degree of addictiveness as you figuring stuff out.

Could be a good foundation for a game similar to ones like Soulstone Survivors, Vampire Survivor

Developer(+1)

Thanks! I've never played those but I see the similarities

HostSubmitted

Much better now that I can fight back, lol. The music in the game reminds me a lot of the battle music from final fantasy 9. Is that on purpose?

Developer

Nope but I was listening to extended n64 soundtrack mixes to get in the zone to make it, possible that it got slipped in there somewhere lol

Submitted

It takes some learning, but once you master “Z target” and upgrading, this becomes a really addicting game.

Also, do I hear the same synthesizer used in super mario 64?

Developer

Yep! The main and boss songs were composed with N64 soundfonts with the whole thing going through a convolution reverb with a Goldeneye impulse response loaded, taken from here: https://gearspace.com/board/electronic-music-instruments-and-electronic-music-pr...