Oh I understand now, it's a judge's choice, silly me for not reading the instructions :).
Anyway I joined your discord under the name LaggyFox (or account name laggy_fox)
LaggyFox
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I like the art and the idea of using blood vials to get stronger (good use of the prerequisite).
I think the interaction with the enemies could be improved by making your sword attack instantaneous (instead of terraria-like), and giving the enemies stronger knockback so they won't be able to easily hit you after you hit them.
The move and jump mechanic is fun and juicy, the sounds are great!
edit: forgot to praise you for the art as well, game looks great :)
I think there's a bit too much waiting in this game (for cycles to end, for job time to run out). I believe having the player actually do some task (even a small one, like watering a garden), would be more engaging.
Interesting game, I liked the background and the bat animation!
There's an issue where I can only view part of the screen. It's the second game on this jam where this happens, so it might not be an issue that's specific to you.
Maybe it's because I can only view the left side of the screen, but the gameplay is a bit too fast for me. The bat falls down really fast too, so it is hard to react to obstacles.
Interesting concept. The music and sounds are lovely, and transforming feels juicy.
Design-wise, there's not much reason to spend a lot of time in "bat mode". You could spend most of your time as a vampire, transform into a bat for a split second to eat a zombie, then transform back. Maybe you could give the bat more abilities, like dashing, and make the bat transform time more limited.
Since it's a pixel art game, I'd recommend setting the texture filter options to "nearest", this would get rid of the blur and would make both the fonts and your characters look better.
Good job overall :)
Interesting idea.
I think that showing the next moves of the boss would make the game more interesting, as you'd have to strategize where to move next. Some ideas on how to do this:
1. you could use something similar to "onion skin" in animation programs, where the boss is shown as transparent and in a different color in his next position.
2. You could have a little board on the side of the screen that shows the next few positions of the boss.
Anyway, good job, keep developing and practicing :)
I liked the amount of buffs that you could get, and dashing is always fun, cool game!
You appear to have some visual jitter, if you're using godot 4.3, try going to project settings-> general-> physics-> common and enabling physics interpolation while setting physics jitter fix to 0.
I think the game could also benefit from some juice: some sound when you shoot and hit enemies, enemies shaking, flashing and getting knocked back on hit.
Interesting idea. I think a quick and easy way to make it more fun and impactful is to add sounds and music.
Also, as it is right now, the time dilation is not really required as there's only 1 object that moves slowly towards you. You can try making it so there are more intense moments where the player would either have to skillfully dodge objects or opt for using the time dilation.
The sound choice really really (really!) sells this game. It makes it very immersive, seriously, good job on that part! The concept is pretty cool too, implementing the time travel mechanic was probably not trivial as well.
Unfortunately I couldn't finish the game, I had to replay some level and the game got very glitchy. Maybe you have a memory leak somewhere?
Regardless, it's a very cool game.
Very cool (pun not intended) and thought provoking concept. Made my brain woozy at the final level, haha. The presentation and music were fun as well.
The ice melting provides an interesting idea for the limitation (a cost per move), but I don't think there are many instances where you'd fail to solve a level because the ice completely melted. Some levels that require you to skate on the ice to save moves could provide a very interesting use of the limitation.
Nice game! The gameplay is fun and the main character is pretty funny. Good use of the limitation too.
I think the mechanic can be made more satisfying using some juice. You could, for example, make the enemies that are hit shake and flash some color. Could also reduce the shooting rate and use a "pop" sound when a bullet hits an enemy.
Anyway, good job!
Huh, yeah I didn't even notice any issues about the contrast, and I can be pretty picky about it (even though my current entry is NOT a good example for good contrast, but I was being lazy this time :p).
Making a lot of enemies is tough if they behave differently. Personally, since I'm solo, I'm currently focused on making 1 enemy max in a way that would compliment the mechanics of my game.
Cool graphics and music choice. Really gets you into the cyber vibe :)
I think this game could benefit a lot from adding more juice, that is, sounds when you fire bullets, when bullets hit, camera shakes, pushing back the enemies when they're hit, etc. It would add a lot to the experience ^^
Regardless, good job!
A very interesting and stimulating game. Liked the art, the sounds and the opening.
I think the puzzles that require you to time the button presses are a bit weaker than the puzzles at the beginning of the game. I Just really liked the idea of controlling both sides of the puzzle with the same button, it worked really well in the earlier stages :)