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(+1)

Understanding the concept and upgrades is a bit confusing at first, but once I figured out that the portals were intended to have both upsides and downsides I was able to get the idea. I quickly discovered that the red portal upgrades were very abusable, especially the size down one that ends up killing enemies instantly if you upgrade it enough. I ended up focusing more on guiding the enemies into red portals and mostly ignoring my gun and the green portals, because it just felt like the most optimal strategy.

Balancing issues aside (I know it's really tricky in a game jam, I had the same problem) the gameplay loop did make me want to keep playing. I got pulled into wanting to see what the next upgrade could be, and it was super satisfying to watch tons of them get wiped out at once by portals.

Overall a creative idea with a good gameplay loop that just needs to be tuned a bit :)

Thanks for playing and for your wonderful feedback!

Indeed, the "Double-balded sword" design is intended to have more playstyle/strategy even with one type of weapon throughout the game. And a satisfying feeling of destroying lots of them is what I was aiming for. Additionally, guiding enemies to go through/avoid certain portals is a featured gameplay I want to introduce to this vampire survivors genre as your movement now matters more than just avoiding being hit by enemies.I am really happy that you discovered and enjoyed all of them! 

Lastly, you are right that the current version's balancing is slightly off. Since the double-balded effect now uses the same increment/decrement amount on bullets and enemies, I had difficulty deciding if the buff would make the game too easy (kill the fun) or too hard (hard to beat). I am planning to add more interesting upgrades in the future:)