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(+1)

First of all, I want to thank you for playing and spending time on my game. It really motivates me for my future projects.

This was my first game that I took seriously and decided to work on after a long time, close to 2 years, due to many personal reasons. I had to code for multiple hours each day, so I had fun.

You're right about the assets. I'm really bad at making pixel art, and it's something I need to work on in the future. So instead, I tried to implement the assets to fit the concept of the game and focus more on the gameplay functionality.

Making my game without an engine in 3 days was a marathon. I hit close to 1k lines of code implementing basic things. It could have been done in less code, but I decided to build it with less stress of debugging and to see how well I could organize big projects.

About spells and the scale system:

The scaling was done in the last hours of the game (a "you learn from your mistakes" moment) and was rushed. My idea was to have an easy static start and later scaling with the player's heat (health). After playing my game, I came to the same realization that it needs to be a maximum of 10 rooms for the "intro".

The spells were almost not in the game due to time , but I managed to include them.

Spell 1: The maximum enemy count is 20. After playing 2-3 times, I lost due to being stuck within the enemy hitbox, so the idea was to make a noclip clutch button to save you from death. Technically, it is a bad spell because you still take melee damage from enemies, but it can be really useful after 20 rounds. That's its main purpose.

Spell 2: This is a better version of Spell 1 because you teleport to the opposite side of the map, which will be clear. However, if you spam it, you still get hit by moving attacks, so you can die.

Both spells were made for clutch moments and to remove the limitation of the map size. I didn't make the map infinite because I wanted a fast-paced game—not hard, not easy, but one where if you make a mistake, you lose. Also, Spell 2 can't be spammed due to cost scaling with the room.

Now about the fireball: The fireball concept is a second attack that is much stronger (strength^2) than the basic one, but it's slow, more heat expensive (you lose 10% of your heat), and you can't be moving while using it. It can be really good if I add more enemies to the game, as you said, so you need the extra damage or make it AoE or moving through enemies.

I will probably make a new version with a more finished game when the jam ends. Once again, thanks for playing <3