Play game
Catacombs of Vladdar's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #7 | 2.900 | 2.900 |
Gameplay | #8 | 2.800 | 2.800 |
Overall | #9 | 2.700 | 2.700 |
Theme | #10 | 2.800 | 2.800 |
Innovation | #12 | 2.300 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Discord Username(s)
its_jakov
antekica
Leave a comment
Log in with itch.io to leave a comment.
Comments
Good take for the gamejam.
most of the critique / improvements has been said said by Dreybolio but by far the biggest problem I had was enemies spawning way to close / inside the player causing unavoidable damage.
In future a proximity check before spawning or a small delay with some visual flair to where the enemies would spawn would be appreciated as otherwise it just feels like unfair unavoidable damage.
As far as top-down bullet hells go, this one was a mixed bag for me as far as design decisions. On one hand, I really liked the spell mechanic and only being able to have two slots. Forcing the player to decide whether they wanted to replace one of their valuable slots for a spell they don't know what it will do was interesting.
On the other hand, the player's basic 'left mouse' attack I didn't really enjoy. Spam clicking to attack is a valid way of doing it, but it's not really my preference. However the main flaw with the attack was the lack of feedback in terms of what I hit and for how much damage. Yes, I know there were health bars but you cannot forget to neglect sound design!
Additionally, the bat enemies I perhaps just wasn't understanding, but it seemed like they would sometimes shoot out small projectiles in a ring around them? This is fine, but if those are bullets to be dodged like in a bullet hell then I think they should probably be bigger. I somehow went from 20 to 11 health without even noticing, which as a player I found confusing.
Thank you for submitting! I look forward to seeing future creations in other jams.
Also! Forgot to mention. Perhaps you can change this in an update since it's just WebGL things but it would be nice to have a fullscreen button! Needing to play on the tiny screenspace definitely hurts enjoyment.