Hey, thanks for playing and thanks for your feedback, I take note of everything you mentionned :)
Degaine
Creator of
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Hey thanks for playing and your huge feedback ! I totally agree that the upgrades could have an impact on the shadows and lights, but have you noticed that the powerups only affects the shotgun as it is the "vampire" and they come from blood ? The game's diegesis would have to be changed slightly to modify light and shadows too, even if gameplay wise it would be a plus !
There's no wave system : For each upgrade took you have 8 max zombies that can spawn + 1 every 2,5 s (initial spawn time is 0,25 s). I wanted to prevent a no choice option for the player, but you're making me reconsider it !
Also side note, the shadow mechanic is kind of hacky as it is implemented, I'd rather have dynamic lights/shadows and obstacles. There's a lot of room for improvement ! If I recall correctly, in the initial design, Vanilla suggested some switches to turn light on/off at specific places - that would have been interesting too.
Thanks you again for the feedback !
Simple yet effective platformer, I can feel the work on the level design. I particulary liked the attention to details like the hair flowing when falling or the clouds at the start of the game.
Also really nice to have put spawn point at key places so you don't have to redo the whole level when you die :).
Honestly one of my favorites games of the ones I've tested on this jam (around 20 ?). The music is top tier, you made a real work on the ambiance. It really felt like I had a small homonculus at home that I had to take care of. The handmade art fit this feeling, the attention to small animation not so cumberstone is nice. The storytelling is also really well done. The difficulty is on point.
Congrats !
"Caveman brain" => lmao ! The small bullets are actually downgrades. The idea is for the player to only shot the zombies corresponding to the upgrades. The spanning in wall is unfortunate indeed, there is a check to not make them spawn outside a defined area and another to not make them spawn on top of another, I wonder how they still achieve that :(. Thanks you for your feedback, I really appreciate.
EDIT: Oh I know, when they flee the might stuck on the wall since I update their position and not their velocity... silly me.
Really well done, congratulations ! There is definitely an audience for those kind of games. The bubble sound when scoring is really satisfying.
I think the rune system could use a bit more explanation at the start, but I figured out while playing what happen if you do a combination that isn't on the receipe list on the left :).
So happy to hear the game feel is adapted :) !
Just for the record, we haven't put any 'recoil' on the shot mechanic because the shadow is detected on the player by looking on a pixel at the center of the screen (hacky !). I'm glad this did not impact the feel !
There actually is the blood type appearing in place where the zombie die, did you miss it ?
Thanks for your feedback and have a good day !
The shader comes from a water one that I adapted, it wasn't easy so thanks you !
I think your remark is spot on with the difficulties to differentiates ennemies. It's a point we would have dig more if we had time, and the overall game design. We added the blood moving from the ennemies dirrectly to the gauges and the 0.5 blood type animation where an ennemy dies to remedy this, but we could have done more.
Thanks you for the feedback, have a great day :) !