"You suddenly wake up in a dirty old dungeon, you're bleeding and have no answers, only potions in hand and revenge on your mind you must find a way out this cursed castle" that's the plot of Team 11's first GM48 Jam game, we hope you enjoy it as we did making it :)
by: Karim Luhar, Lloyd Brown, Marco Maureira
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Lv. 29
Very nice game! I messed up between spamming left and right click, which made for some hectic gameplay :) Luckily, the game is quite forgiving, so that was nice. Good job!
SubmittedScare Crows!
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Lv. 4
Thanks so much for feedback, glad you liked the game :)
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Lv. 2
The concept of attacking with what heals you was interesting. Also I loved the sound effects! It would be great if the effects were also applied to enemies so it feels more tactical.
Thank you for the great game!
SubmittedGunshot Anemia
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Lv. 4
Thank you so much for feedback :) yeah the side effects were planned to affect enemies but it would've been hell to debug in time, worry not tho balancing and better side effect gameplay coming in the post jam version, follow development on my Twitter(soon): marcomdev :)
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Lv. 8
I liked this entry, fun and original concept. It was a bit too easy to just spam mouse button to regenerate health, maybe some self-drinking cooldown or a self-damaging potion in rotation would make sense to limit the players capacity to outlive anything. In a similar vein, it was a bit weird to just keep spamming potions at the enemies, felt very one-dimensional at times. Overall however, good start and I played for quite a bit to see if there was more.
SubmittedBeslimed
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Lv. 4
Thank you so much for feedback, balancing was sadly non-existent from my part which hurt the game in the end but I'm glad you liked it, we are currently working on a post jam full game version, development updates will be on my Twitter(@marcomdev) hopefully you check it out once it comes out :)
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Patron
This is an interesting concept, I enjoyed the idea of having to drink cursed potions in order to keep your health up while fighting monsters and deciding what to drink and what to throw - there are a few graphical glitches with the tiles which I think is just a small issue that can be fixed easily and I did find it quite easy to just let an enemy land on top of me and spam the mouse until they died, but balancing can be tricky to get right with the limited time-frame. It's great you've gone for different themes in each level and I enjoyed it overall :)
SubmittedMoon Stealers
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Lv. 4
Thank you so much for the feedback! yeah the tile thing was just drawing on the wrong layer on GMS1.4, it's fixed in the post jam version haha, yes balancing was something that didn't occur to me during jam something i'll work on next time is letting my team mates play the game earlier i had really on the dot the beta so that wasn't good haha but i'm glad you liked some of it !
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Patron
There's a lot of effects going on, which is cool especially since you have to drink the potions, but none were super interesting. I would've loved a little more enemy variety and side effects. You guys did a great job, though!
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Lv. 4
Thanks so much for the feedback! yeah enemy variety is something that was hard to do with how on the dot everything went, and the side effects, the 4 in the game were only meant for testing but i didn't get more ideas during jam that would be worth while, thanks for the kind words :)
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Lv. 13
Interesting entry! I included it in my GM48 compilation video series, if you’d like to take a look. :) https://youtu.be/mhNq7rNpmB8
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Lv. 4
Will do! thanks a lot, video gameplay allows us to study and get better every time, thanks so much for playing the game :)
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Lv. 7
Pros:
- Nice side-effect mechanics
- Decent art-style
- Good music
- Liked how the tutorial is presented
Cons:
- Although the side-effects made the whole game, felt like it was easy to just spam throw potion on enemies to defeat them (maybe having a random side effect once in a while to stop you from completely spam-killing enemies)
- Was not sure how to start the game (tho enter was the way, felt like it was a clickable button on the "opening scene" / menu
Neat idea, would like to see it polished and could probably see myself playing this more!
SubmittedF3
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Lv. 4
Thank you so much for feedback! yeah sadly 0 minutes were put to balancing the game, and yeah the menu thing was just me rushing a main menu :( should've made it clickable (i only had the start sprite to work with so not much i could do) also we do plan on polishing the game on a post jam version, adding balancing and more side effects, glad you liked it!
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Lv. 43
https://www.twitch.tv/videos/1268766636?t=00h54m03s
still glad to see you guys make a game this time around!
SubmittedZero Effect
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Lv. 4
Thanks a lot singleshot, for me it's still weird to have seen the guy who made the discord we 3 met at play the game lol, hopefully next time we also get a game in(with less flaws). Thanks a lot for playing and rating the game ! :)
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Lv. 2
Really loved the idea and most of the execution, had a lot of fun with this, I'd like to see a bigger cooldown on throwing potions and maybe give the enemies less health and have them do more damage? Might add to the balancing! Overall I'm super impressed, this seems like something I'd absolutely love to play more of! It hit the nail on the head in regards to the theme also!
SubmittedHallucia
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Lv. 4
Thank you so much for the feedback! yes balancing was non existent from my part this time around and i'm really sorry for that since small changes would've done wonders for the game, sadly i didn't imagine the importance it would have during jam, but for post jam we are planning on adding more side effects and balancing, hopefully once that comes out it's of your liking again :)
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Lv. 1
That's actually a cool concept! I found out a strategy of just throwing away the potions I didn't like and using only the blessed ones. The enemies were rather tough! but using the potion concept I would like to see certain potions have more effects, Like burn, freeze, or other elemental damage would be pretty cool! Overall I liked the game and really did fit the side effects theme perfectly. Great job!
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Lv. 4
thank you so much! yes potion discarding was rather broken and i didn't realized during jam lol and for the post jam version we'll add a lot more side effects :) glad you liked it
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Lv. 5
The idea is great, but I felt like the enemies had a little too much health, since you essentially just had to spam right click on them for the entire game. But the potion mechanics are great, I like it!
SubmittedReach the Output
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Lv. 4
Thank you so much for the feedback! Yes sadly I made the enemies grindy because I thought the game would be too short if i didn't :( but yeah in the post jam version that'll be something that grows with the player rather than 100% of them taking a year to kill, I'm so happy the potion mechanic is of your liking wasn't sure how it would be received :)
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Lv. 2
I really liked the concept of the game a lot, using potions for health or attack. Once I figured it out it was a bit too easy. Some more balancing would go a long way that keeps the player from spamming. The grates were drawn on top of the player character (which I assume wasn't intentional? I've heard GM has some odd behavior if you don't have things like that in different layers).
SubmittedDyeDrop
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Lv. 4
yeah sadly the grates thing was something i did accidentally drawing in the solids layer i had for tiles that tile instead of the floor one, totally on me, as for the rest yes balancing is definitely something i feel off on, but i have some cool ideas for post jam, i'm glad the concept of the game is of the liking of people makes us more motivated for post jam, thank you so much for the feedback it will help us get better at the next try we do or the post jam version :)
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Lv. 16
I can see the ideas you were trying to incorporate and I think they have a lot of potential. However, in this case the execution of those ideas fell short in a lot of ways. Most notably, it's easy to be invincible simply by rapidly clicking both mouse buttons while attacking enemies. Also, related to this, the potion type you attack with doesn't matter at all because they all do some damage. I think there are potential solutions to these problems, such as a longer potion throwing cooldown and enemy invincibility to all but one potion color. There were other areas lacking polish as well, but this is your first game jam and I commend you just for making the effort. Also, the music was really good.
SubmittedYukon
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Lv. 4
Originally, you couldn't hit other colored enemies but sadly that was way too grindy due to how irandom works in GMS1.4, and programming pseudo random in 48 hours would be a hell to debug, a cooldown is an interesting idea but i like the other concept of it taking off from your health i sadly didn't come up with that during the jam but i hope the post jam version we are working on is off your liking, thank you so much for the feedback, it helps make our next jam game and the post jam version be a lot better :)
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Lv. 6
Enjoyed the "drink or throw" mechanic. very cool idea!
SubmittedBody Invaders
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Lv. 4
Thank you so much :) yeah who knew it'd work so well, my only regret is that it didn't occur to me in time to make the throw mechanic less easy to exploit, should've made it take health haha, again thanks so much for feedback :)
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Lv. 6
I feel like you could have done more with the theme and game mecahnics you started here. It felt annoying to mash right mouse button and that's kind of the only thing I did? There wasn't much of a penalty to throwing out bad potions, so I just found myself only ever taking good potions and it felt a little easy. Except for the gigantic health bars, there didn't seem to be any differences between the enemies.
I also saw some graphical glitches with the player (not facing the right way, etc).
The music was really good though! The intro art was really nice. The tutorial was well done and clear.
SubmittedBig (Dead) Brain
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Lv. 4
Thank you so much for your feedback, sadly some bugs were because I(Marco) prioritized other aspects of the development and kinda forgot/didn't care enough to fix since it didn't ruin the experience (also it could be just that your mouse was ahead or behind the player that's what determines direction if it's not that, then it's a bug i had known of) also thank you so much for the comments on the art and music, they were handled by great friends of mine, i hope the post jam version if you ever play it is of your liking :)
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