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Akt0o

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A member registered Feb 12, 2023 · View creator page →

Creator of

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Thanks! :)

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Wow that's some feedback! I think its the most detailed feedback I ever got lmao, thanks!
Thank you for playing through the whole game!

There is a "hurt" sound for the player, sadly Its too "small" to be heard amidst everything else, I should have bumped the volume up. 

Linking the token to the music was an idea but we were short on time so we prioritized finishing the content itself.

You're right about the position of the socket of the tokens, I should have added an option to put it as a part of the HUD instead of a part of the "player".

In your playthrough you did encounter a few bugs :

- The character that gets stuck in place is a bug caused by the physics, its something I'll have to fix if we continue this project.

- At the end of the game you started a spinning animation right before the "picking up the flower" animation triggered, which cancelled both. So you didn't get the full animation of the ending.

Also I might have mixed up my right from my left when making the tutorial... I swear my IQ is at least of 5! I think...

Hi! Thanks for the feedback, glad you liked it!
The bug you encountered is known, I recently had an idea to fix it but I have to wait until the end of the jam to do anything about it. Its kind of similar to the bug people with low-end computers had with the physics of the web version (the 1st boss disappearing out of nowhere).
But thanks for reporting it!

Same :D

Good game! Loved the idea of breaking parts of the first boss and the transition between the bosses are smooth. Also adding a save between bosses was a good idea! As the others said, its a bit short but for a game made by one person its impressive, congrats!

Interesting artstyle, I like what you were going for! The controls are a bit rough around the edges tho but impressive for a game made by one person. Well done!

Interesting take on the theme! Usually people add wheels/slot machines for abilities or effects but not enemies, you had a good idea.
The pixelart looks good and the UI is nice, well done!

Having already worked with Zho in a very (very) small jam before, I was expecting quality art. And I was not disappointed! Congratulations to your entire team! The models, the music, the sound design, the VA, the animations, the artworks... It all works perfectly together! It's a bit sad that you weren't able to expand the amount of content, but seeing the quality of the assets I can understand that production took time.
Well done, a good submission!

Hi! Glad you liked our game!
The boss disappearing is one of the physics issues of the web version on lower/middle end computers. If you want to avoid that the windows version is available.

Glad you liked our game! Thanks for this in-depth feedback!

Hi! Dev of the game here. Glad you enjoyed our game! I agree with you that the gameplay is a bit rough, we basically made 90% of the game on the last 2 weeks of the jam. Which didn't give us a lot of time to playtest and add more features to it.  

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Hello!

I'll respond to your post here since my comment on your video was flagged by youtube as a spam 🥲 (itch.io is considered an url)

I'm glad you liked our game, your energy is extremely contagious!

As for the suggestion : the game has an auto-save, but it triggers at the end of each day. We should have made it triggers at the end of each drink instead.

Edit : fixed. The auto-save is now at the end of each drink (customer).

Love the retro aesthetic! Also cool idea to leave the project's source available on github!

The paper effect was a nice idea, well done!

The screams made me jump, didn't expect that lmao. Cool render and interesting idea!

The various perspectives and monologues are cool! I like the way it shows the stress of the situation the character is in

Nice cutscene! I like the effect of the ashes filling up the streets, good idea!

Thanks!

You're right, this scene would fit perfectly in those kind of games!

Thanks for those kind words!

More story branches were planned and those who died on a wrong answer were supposed to be random but we didn't have the time to do that. It made the story quite linear and in term of gameplay, well appart from the story there's none. I was a bit worried that both the story and the game itself would be considered dull or boring but I'm glad you liked it!

particles are life

Honestly it's the first time I hear of this issue :/ 

In the .zip there's two files, be sure that they stay together in the same folder (.pck = resources, the .exe needs it)

Thanks for the feedback, glad you liked the story

Thanks for the in-depth feedback!

Can you develop what you mean by "not opening"? Sending the game through google drive would have the same result as they are the same files

https://akt0o.itch.io/midnight-spirits/devlog/798958/cheatsheet

Thanks

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It's supposed to be 1 bitter but my tired mind forgot something in the check.

Congrats you found a bug and thanks for reporting it, I'll quickly make a fix.

If you find anything else don't hesitate to tell me.

Edit : should be fixed, tell me if its still an issue.



















Wish of Indifference

Okay thanks!

Thanks for the feedback! I'm surprised that your level wasn't, it's the first time I hear of this issue. After your death/end of your game did you go back to the main menu or did you do something else?

Also I agree for the implementation of the theme, my main goal here was to test this system but I could have made more mechanics in relation to the theme.

Thanks again for your detailed live feedback! :D

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Thanks! It's not a total skill issue on your part because the hitbox of the starter spell without upgrade is extremely small. It's mostly intended because it gives the player the necessity to find a way to upgrade it or change it in some way. And this spell allow them to survive long enough to get something to change it without allowing them to survive all the way through (if someone do the full game without upgrades or changing their spells they're a madman).

Thanks for the feedback! Glad you enjoyed the game :D

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The game is linked to the theme by the fact that during the 15 minutes the waves of enemies increase, and to survive you have to improve your spells accordingly, making them grow (e.g. increase radius, etc.). It's more related to the "evolution of your spells" than anything. I do admit that I could have worked a bit more on how the theme is linked to all that.

And thanks for the feedback! Glad you liked the game!

Edit : forgot to respond to you for the whole "regen linked to leveling" part : The issue is that magic regen is OP and it's what make the separation between being completely broken or being weak. Making it a part of the leveling may be a bit too OP I think. But I'd have to try to be sure.

Glad you liked it! Fasten was originally much slower but the tester said it was too slow so I tweaked it a bit too much I think.

Projectiles go toward your mouse position and to heal yourself you can either level up and get the reward that heal you or use a spell with the shape "self" and the effect "heal".

Glad that you enjoyed it!

I agree that over time it become quite repetitive, the balance would need to be tweaked and also I didn't have the time to implement all the shapes and effects I had in mind.

Thanks for the feedback! :D

When you're in this situation you can upgrade your mana regeneration when leveling up, but you need enough chance (or souls) to roll this reward.

Also I just noticed, you're n°1 on the leaderboard! Congrats :0

Thanks and congrats for your level! I do agree that I should have made it shorter or at least rebalance the shapes & effects a bit. Also, truth is I never played vampire survivors (I did play some similar game tho), the game was more of a testing ground for that spell system. I decided to make a vampire survivor-like game because it was a simple "base" to work on and add the spell system to it.

Giving the player freedom over their gameplay was the main goal of this system, sadly some spell compositions are a bit too OP which makes others useless. I don't know if I'll work on this prototype more, but I'll definitely use that system on a more developed project!