Any feedback both positive and/or negative is VERY much appreciated. Some goes for ratings :)
Have you got suggestions for improvements? Particularly enjoyed something, feel free to share, I'd love to hear about it. I'm looking to (non-commercially) further develop this game as well so it would be very valuable.
You have escaped from the Well of Souls. Stay out of the reach of the Keeper of Souls and battle your way through the rogue-lite procedurally generated dungeons! Try it out, and see if you can beat your personal highscores.
Everything is explained in-game, but it can't hurt explaining here either:
- Arrow Keys - Movement
- Z Key - Warp into empty Vessel
- X Key - Attack
- R Key - Go back to the Main Menu
That's it, as far as the controls are concerned. Now do note, you should pay attention to your Health, Clock, Soul Essence (score) and Dungeon level information. This information can be found in the 4 corners of the screen.
How to warp into an empty Vessel? While in Soul-mode, empty Vessels are indicated with a Soul Link. When next to an Vessel simply press Z.
My vessel got killed, what do I do? Well, you're not dead (no death state remember?) simply find yourself a new Vessel and warp into it!
Title screen
The Keeper of Souls in action.
The Soul with Soul Links.
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Patron
I think you've got a decent framework here, and if you tweak it a bit, and fix some things, it could be fun to play. The possession mechanic is cool, I like the idea of a roguelike where you play as the enemies.
But in its current state it's just kinda boring. The level generation might be procedural, but every floor feels just like every other floor. And there is no challenge at all. I got 10 floors or so down without ever seeing the Keeper - I had to voluntarily wait for it to show up just so I could see it before quitting the game :/
I noticed the HP bar's position is messed up when the game is fullscreened.
SubmittedBicycling 101
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Lv. 2
Thank you Baku, for your feedback and support on the game as a framework :) I'll take note on the level generation being too simple. I have to agree with you on that, only after a while you start to see T junctions and dead ends.
Concerning the lack of challenge, I've been working on that as well as expanding on the framework, if you wish to play an updated version with more features, better balance and online highscores check out this url: https://we.tl/t-SoYV18sm36
Also, that HP bar is so tiny, you must have a very high resolution monitor ;) I'll get to it right away to fix that too. Although it's not yet fixed in the url above.
Thank you again for your feedback, much appreciated and a great help! -Chubb
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Lv. 14
Josh K and KampHellCoding played your game. If you'd like to see our ratings and reactions check out our video! Your game was around the 1:19:05 mark.
SubmittedThe Challenge of Niflheim
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Patron
I went trough ten levels. It was good that the timer didn't immediately make you lose the game, but big soul thingy cames after you. Also it was good how camera shows there is now treath coming after you. There wasn't much to play or make any tactics in attacking and killing. But, for my opinion, it was good that you decided to make the core mechanics and didn't try make animations. Overall it didn't feel glitchy or buggy, which is good, also you made the procedually generated levels, which won't get you stuck. Though there isn't much how you could get stuck, but you can manage to get the points for next level in time.
Title screen music was good, but in game it was really quiet, and sound effects were too loud. Try next time keep sound levels in check, useful function is audio_sound_gain(), if it too loud and don't want to use editor.
Well done with your first GM48 jam :)
SubmittedReload
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Lv. 2
Hello Tero Hannaula,
Thank you for your good feedback and points of improvement! Nice that the 'indication of threat' is clear to you and that you liked the Keeper of Souls (big soul thingy :P). I have been balancing the audio levels now that you mentioned it, good point. It's a lot of fun to work on while all the good suggestions I'm getting, and it's getting better and better :)
Thanks again for the feedback, -Chubb
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Lv. 5
Okay Fantastic game. Honestly I probably could play this for hours. Although the sound is a bit lacking thats not that big of a problem. Great mechanics and I found myself picking up tricks as I went along. Thank you so much for gracing us with this. Good job!
SubmittedFraug, the Mighty Prince
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Lv. 4
Few glitches some of your enemies if you get really close to them you can hit them and they cant hit you. It would look so much better with animating characters.
I really likes your game, with its endless levels i think i played it for 15 minutes and got over a 1000 souls. I also like your possessing game mechanic it feels like a single player version of Crawl. Well done I really liked overall.
SubmittedA Final Transmission
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Lv. 2
Hi Inkira_develops, thank you so much for leaving feedback! Ah yes, the glitch with the hitting. That snuck in just before submission without me noticing it / testing it, so that is my bad ofcourse. I have taken care of it in the continued version by now, but still good you mention it :)
Concerning your suggestion for animations, good point. Now that I have time, I'm thinking on completely redoing all/many sprites and adding animations in too. I'll add it to my notes for the project ^^
I'm truly happy to hear you liked it :D I have never heard of Crawl before but I might look it up.
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