Thank you kind stranger
Sol
Creator of
Recent community posts
Thanks for playing! Glad you liked it!
Those aren’t sprites, those are 3D models.
The scene gets pixelated using a render target and animations are stylized using an engine modification I added where they only update every 4 frames (and with the game locked at 48 it looks like 12fps pixel art animation)
There is a lose condition! Once final boss spawns any death is permanent death.
Shouldn’t happen often since player can get as strong as they wish but I did see it happen xD
Thanks for playing! I am glad you enjoyed it!
There are 2 systems in place that help with the EXP grind.
Summoners - if you don’t kill them they just keep spawning you more and more mobs to get experience from
Exp Value changes - skeletons give 1exp, goblins 5, humans / dwarf give 10
I adjusted the exp “function” for the average play time of ~25-30 minutes (if one doesn’t die on purpose), so this game does indeed take longer then most
When it comes to the “premium selection” upgrade there is a cheeky little thing. If you die on purpose while only basic skeletons are present - you get a goblin for free!!!
Additional hidden mechanic is that everyone gets a “charge” of premium selection after the first armoured skeleton is spawned to get “the feel of mechanics”
There are many reasons why I don’t do it like Vampire Survivors.
I don’t spawn as many enemies as vampire survivors, so I have to make them “stick” for a bit longer.
When the wilder dies you possess character of a nearby enemy, if they were too squishy player would just constantly die.
Due to the nature of the “loop” if I made the enemies “die on one hit” from the start, when the loop rests player wouldn’t get any sense of progression compared to the previous one + they would likely get bored
Thanks for playing!
True, if I wanted to make a game that would get “the best reaction from judges” that might be the case. But I rather focus on showing how the finished game would look, as close as possible, and not make a “speed up version” just to score more points.
Could that cost me a potential top 10? Maybe? Other games are plenty good so I am not sure I would get there even with the speed up upgrades xD
I love the art direction of the game. The sounds and art give such a nice retro vibe, and the PS1 stylize vertex snapping was just a cherry on top! The feeling of being the badass mech was also great.
The only problem I have is how easy it was to "cheese" the game. Without the reason to protect the mine I could just deploy the excavator, run away and wait. Same with the extraction from the planet. Maybe adding a health bar to the excavator so player needs to protect it would be a good idea? Also to make player not just run away and hide, changin the spawn points of enemies to be generated around the player?
But without using those "cheese" strategies the game was very enjoyable. Guns go pow pow. orgital strike goes boom, giant drill on melee is a giant drill
Very interesting concept with a great execution!
The only thing I feel was missing was a level timer. Without it there was no point in not using the slowed down time - all the time. Maybe integrate a star system that also takes into account how many shots you have fired and players will be compeled to replay the game many times over.
Hi! Love this asset!
I used it to create stylised look for a game during a jam:
https://codeexorcist.itch.io/thesoulstealer
Added attribution as a devlog as I don’t want to change game page during voting period.
I have one question thou, are we allowed use this project commercially? I assumed so due to the fact that nothing indicated otherwise, but it is one of the requirements for the jam and I just want to make sure I shouldn’t disqualify myself
I am really glad you enjoyed the game! Thanks a lot for the kind words ^^
When it comes to more EXP gems the answer is simple, don’t kill the pesky summoners, they are a great source of EXP gems :p
There is a final Boss that spawns after ~9 minutes since last death (the timer gets shorter if you kill every enemy before the next wave would naturally spawn) If you beat him, you win, if you don’t - game over.
Was thinking about the progress indicators. Initially decided against them cause I thought players might get frustrated seeing them reset with the wielder’s death, which is something I wanted to avoid at all cost. But seems like giving more explanation to the player beforehand would be a good idea
Thanks for playing! Glad you liked it!
For better dealing with summoners I recommend “Zephyr’s Cut”. It’s designed to go approximately around the area where they move and with correct movement you can kill them in around 12s with lvl 1 upgrade
Mjornir Jr. is great to quickly get rid of foes summoned by the skeleton mage so if you get it you can just treat the summoner like source of EXP
Movement speed is also great since it allows you to dodge the summoned minions and go straight for the summoner.
If you get possessed by the armored skeleton and don’t have enough upgrades to deal with the summoner I would just ignore them. Knockback and bigger range should keep you save from the summons for a while
If you manage to get through that, there are 2 mobs with abilities that are great for dealing with summoners quickly.
First thing that caught my attention was the gorgeous artstyule. So clean, so simple yet so pretty.
At the start the controls were a bit confusing, but I got a hang of the quickly.
Loved the bow mechanic. It is a clever twist on the "jump king - style" mechanics that gives them a whole new dimension.