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A jam submission

You Summoned a Succubus in the Wrong Neighbourhood!View game page

A succubus speedrunner prototype.
Submitted by Proceleon — 8 hours, 31 minutes before the deadline
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You Summoned a Succubus in the Wrong Neighbourhood!'s itch.io page

Results

CriteriaRankScore*Raw Score
Sound#153.5223.522
Stealth#193.3483.348
Play#233.3913.391
Aesthetic#343.4783.478
Ambition#402.9572.957
Overall#432.7962.796
Narrative#481.9571.957
Harmony#532.6962.696
Horny#562.1742.174
Novelty#562.6962.696
Kink#651.7391.739

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Very fast paced, having to dash about and explore was quite fun although it was quite easy to get lost or take a path that didnt pan out well. The pixel art and music were quite nice and as a short platformer, it was quite fun to play. 

Submitted

Very cute sprites on this platformer, simple and short but sweet.

Submitted

It feels inspired by pizza tower or, by pretty much the same token, wario land, which is absolutely a big plus! Picking up speed and wall jumping was really cool, and the choice between two pretty characters is awesome. Music was fun, art was really well made, and I had lots of fun!

Controls took a bit of getting used to, and I will say the level design was not super conducive to maintaining speed or wall jumping any more than absolutely necessary. The fact that walking against a wall even from a standstill next to it causes you to slam into it was a bit bothersome when I hit an obstacle only to slam against it repeatedly (but the slam sprite and sound were really funny!).

Other than that though it was great! Very fun mechanics implemented well, a delight to look at and listen to, and it's a foundation that could very seamlessly be grown into a larger and very engaging game!

Submitted

I'll admit it took me a while to get a feel for the weight of the physics but once I got it pretty much down it felt really good. I still don't think I got very good, with a best time of 95.11 after a few runs, but it was a lot of fun! The characters are super charming and the music and SFX are a great fit. Slamming into a wall was so funny it defused a lot of potential frustration as I was learning the ropes. I'd love to see more of these two and the shenanigans they get up to!

Submitted

I like the idea of running through the same level twice, you can have a lot of fun adding to that idea if you plan to expand the game! Things like one way doors, collapsing bridges, or updrafts could get players thinking about how they can make their ways back. The core gameplay is very solidly shaped, but a few unlockable reward could get players fully invested in the challenge.

I love how expressive and cartoony the sprites can get. Really nice art with sound effects and music matching the action!

The angels don't feel great as an obstacle since they are either irrelevant if you're going fast or difficult to escape if you make a mistake and get juggled. Some sort of indicator of where you're going and more landmarks can help out with navigation. Fewer multi-layered pits that have to be repeated if you fall will help the game feel speedy. Faceplanting into walls is a really funny, but I wish the mechanic had a minimum speed requirement. I never felt the need to let go of the run key, so maybe it could be a toggled effect instead?

I really enjoyed the speed and acrobatics, they felt great! Making very fast characters that are fun to control isn't easy, and I think you've done an excellent job!

Submitted

this is SO CUTE :D i love the little stumbles with the cymbal hit, it's adorable

Submitted

this was so fun it was the first time in a while a game made me want to grind for a good time (ended up calling it good enough at sub-80)

if this was a demo for a full game i would wishlist the full game asap

Submitted

Cute character designs! These were very expressive for how small they are.

The  physics are definitely super weighty, but I think that's kinda interesting. My second run through the level definitely went better than the first at least, once I got used to how I had to move. The emphasis really seems to be on quick horizontal movement and walljumps, and I think that's pretty cool.

Also, while it's Windows-only, it seems to run in WINE without trouble, so that's nice.

Host

(hey you might wanna flag your downloads with the OS they run on, or your game can't be played correctly in the itch app!)

i see what you are going for and i am very bad at it!  i think that might partly just be that i have no sense of the map, and since i move so fast, the map ends up gigantic as a result, which means i can't see very much of it at a time.  and the tileset is just the one solid wall so there aren't any landmarks.  i think literally anything to help get my bearings would help?  but also, jam game, i totally get it

the acceleration seems really low, like it takes so long to stop that i sometimes slide entirely off of a platform, but also it seems like that might be what you're going for?  calling it a speedrun game makes me think you're more interested in flashy mastery.  i make platformers where everyone moves at a light jog so i admit i am not used to going at supersonic speed

i love this music track lol.  it reminds me so distinctly of SOMEthing but i can't place it.  it is 100% fitting for running around at nearly uncontrollable speeds though

Developer

Thanks for the reminder about the OS flagging, I entirely forgot that part.

Submitted (3 edits)

I liked this one. There ought to be more games where you don't have a life meter, but touching enemies knocks you down--the most effective way to punish a player is not to decrease a number, but to take away their control or slow them down.  The map is a bit confusing to navigate and the physics need some work, but I'm a weirdo who likes both mazes and struggling with unconventional physics.  I don't think the non-dashing acceleration needs to be quite that slow though, and if an angel gets in your way during the walljumping segment, there's nothing you can do about it.  I love the art style for the characters!  And the music.  The midi sound effects also work well to make the gameplay feel like an integrated experience.

My current best time is 70.79 with Persephone, though that still has plenty of mistakes.  I don't know if there's actually a difference between the characters, but it feels like Cleopatra is easier to control and Persephone is slightly faster?  I'm not sure though.

Oh I discovered a cool sliding move you can do if you press forward+backward then hold forward.  I think it acts the same as running but it looks funny.

Submitted (1 edit)

Really cute art style, and decent momentum-based platformer controls. Would love to see more of those two cute succubi.

But if I might offer some constructive criticism: 

  • The level looked really empty to me. I also found it very confusing to navigate. I often didn't know where I was supposed to go, and ended up heading into the wrong direction.
  • It feels unnatural that I can't chain a wall-jump with an airdash. Or don't seem to have any air control at all after a wall-jump.
  • A simple way to make a 2d game look a lot more polished is to not glue the camera directly to the player-character but have it move a bit. GMTK made a video about what you can do to make platformer camera controls more engaging.

I hope that these bullet points didn't come across as too nagging. I wouldn't give you feedback if I wouldn't believe in you that you can do better.

Developer

Thanks for the feedback! I'm glad the controls turned out well.

I'll admit a lot of the jank is due to time constraints, although having multiple paths was somewhat intentional since I wanted level memorisation to be a focus, but very valid critiques. ^^

Submitted

Wall jumping felt a bit inconsistent and and the angels could be kinda punishing, but it feels good to go fast and keep that speed boost combo going.