That is great to hear! And yes, that is an excellent idea. I might have it rain down all the items you got into a basket on the end-screen if I get the chance.
Garrison Triplett
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I'm happy to have made your brain happy, and it's a good sign to me that it scratched the Diablo itch! As for the progression, I was trying to balance it to where the player would end right on the brink of spiraling out of control, so the end scores would end up around the same place, but I totally agree that it's frustrating to have to get lucky to break out of the first few upgrades. I'm thinking of ways to reduce RNG dependence if I decide to do an update post-jam.
Honestly my favorite of the Jam so far. It just works really well. At first I thought it was weird that holding your breath while moving was so effective, but it lead to a really cool fast-paced stealth system that I really enjoyed. I loved ducking and weaving through the crowds and progressing through the levels.
The sound was minimal but effective, and I loved that when I heard a ton of footsteps, I had to figure out if it meant there was a ton of enemies, or that I was actively being chased, which was super tense!
The only things I would add would be some sort of timer, so people don't stick around on a level and instead play fast and loose while balancing breath. and sometimes when passing through doorways, the wall obscures my vision so I can't see if an enemy is going to tackle me when I pass through. Not sure how you would fix that but it's something to note.
Seriously though, hats off to you. This was really impressive to pull off in the time period.
Thank you for trying it out!
Those are all valid points of criticism, and after voting is done I will probably push an update to fix the big issues. (like a quit button)
Rarity and quality upgrades do help, but I absolutely could have made it clearer what the multipliers do. (for instance you can't get anything above a rare without some investment into rarity)