The music, SFX, and art were obviously paid attention to. The pacing could be improved and I would love some more story because it is a very interesting theme and world is incredibly interesting but the game is amazingly polished and it's hard to believe this masterpiece was made in 72 hours. Outstanding game!
Play game
Death Insurance's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #91 | 3.929 | 3.929 |
Fun | #124 | 3.714 | 3.714 |
WOWIE! | #159 | 3.571 | 3.571 |
Topic | #184 | 3.714 | 3.714 |
Sound | #203 | 3.357 | 3.357 |
Visuals | #272 | 3.500 | 3.500 |
Simplicity | #318 | 3.714 | 3.714 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
The music is not all mine.
Credits
Google play ASSAKER and BlubberyMass on itch
Comments
Wish I had found y'all earlier omg I really fricken love this game, please tell me you're going to expand on it post jam??
Your game was strangely addictive and immersive. I really enjoyed the combat mechanics: a breath of fresh air from typical combat. The vendors are a nice touch. It was certainly an interesting strategy to suicide into an enemy several times to acquire more gold.
I loved the campfire FX & the ambience of the game, and I think the music works well. It's definitely a game better played in a darker room.
I would like to suggest being able to replace equipment. Either, equipped gear drops on the ground when new gear is equipped, or gear is still purchasable if it wasn't successfully equipped after dragging it away from the vendor window. Twice, I bought a wand, and it disappeared because I didn't drag it into an empty inventory slot, and I also could not buy them again. Alas, I could not figure out how to get past the big blue guy with just a sword.
I also found a small exploit: I noticed that if I clicked & held a loot icon (without equipping it yet), and then died, the loot stayed with my mouse, allowing me to equip the item I acquired before I died.
Overall, I really liked playing. I think there is some really interesting potential in the mechanics and for story elements for a larger game!
Lovely to see someone genuinely interested! We are making a post-jam version, just a little more refined. And about the wand, it's something just like the health and money, it just adds on the attack speed and stamina. (Which is why it is not something to drag) It wasn't obvious that's for sure but we are planning on adding popup text that tells the player what happened. Thank you for this detailed feedback though!
I had to read the comments to figure out how the theme was at all implemented. (To anyone confused, you can buy upgrades that make you drop more money when you die.) I didn't know what the weird "$" thing was but I bought it anyway. I didn't really notice the difference.
To be honest, I found that the gameplay got stale after some time. It was just "kill the monsters, buy upgrades, move on". It felt satisfying when the skellies didn't do any damage to me because of my shield and I could just stand there. Also, when I bought the wand, I dragged it into my weapon slot because I thought that's where it would go, and then I couldn't equip my sword anymore, which make the rest of the game unbeatable (I think).
Overall, I think you could be clearer with how the game is meant to be played and maybe add tooltips to tell the player what each item does. It was certainly an unexpected game to play in a game jam, so well done on that!
Oh damn you actually played our game! If I can ask one more favor, forget the jam and forget the rating, can you check out the updated build. I'd love to get your feedback on the version that's further down the line and closer to what we intended. I really just want to take this idea as far as I can.
Well, it's certainly more polished and atmospheric. I would still recommend adding a written tutorial of sorts though because I don't think just writing the number on a scroll makes it more obvious what it actually means. Maybe you could also add different varieties of enemies: ranged, multiplying (e.g. slimes in minecraft), maybe insta-kill...
Great work, the insurance thing was a great take on the theme. It took me some time ot understand the auto attack and pick up mechanics but that's all on me in retrospect. :D
I like the music and mood of the level, make the player want to explore. Found the giant skeleton !
Maybe it's my resolution but the top left icon was somewhat cut so I'm not sure what it showed.
Interesting take on the theme :D I like how the player attack automaticly. That way we can focus on looting and fleeing. After death trying to get our sword was tense :D The only thing that bugs me is the UI it shakes sometimes? Other than that it was fun to play well done :D
Note : I would be happy if you could check out my game as well :d
I wish the insurance mechanic itself was a bit clearer. But the attack system is really clever, using proximity means timing your attacks has a good risk vs reward balance. Also having to drag and drop to pick things up meant retrieving money from the ground was tense when enemies were about. Very good mechanics.
Very nice game, great ideas. I would've liked to be able to move in all directions, not just up or down or left or right.
All in all I liked it.
Liked the game vibe, the visuals and the idea. Also the extra mouse mechanics make it interesting.
Fun to play!
It was interesting to play. Great idea and good mechanics! I like this pixel art Good job!
Please check my game as well ;)
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