Chaos Conquest

  • Shooter
  • Big Soup
  • 3 months ago
  • 36th

Description

Run-and-gun the world into insanity! You play Nyarlathotep on a mission to sink humanity. Coerce victims into sacrificing their souls to you while maintaining your own sanity.

Features:


  • Keep your sanity by managing your time, health, and ammo all in one bar: the Sanity gauge.

  • Sacrifice your dedicated followers to increase your Sanity!

  • Power-ups! Sacrificing special followers increase your damage or decrease damage received.

Controls:


  • WASD to move.

  • Space to shoot.

  • Q to sacrifice a follower and regain sanity.

  • P to pause the game and view controls.

Credits:


  • Art & Sound: kale

  • Coding & Level Design: bucketbomb

  • Story & Game Design: bucketbomb & kale

1st game jam! Woo!

Feedback
11

  • Tecna
    Tecna Tecna 7
    2 months ago

    I had a lot of fun playing your game! The story and characters are really funny. Although the gameplay was a bit hard, I managed to finish it. It's impressive how much content you put on this game and the atmosphere you created, making this engaging game.

    In fact, I liked your game so much that I drew a fanart: http://imgur.com/8Q57oZe

    I hope you like it. :)

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Thanks so much! I love it! The yoga mat is especially hilarious. I'm happy you enjoyed the game!

      EDIT: Congrats on highest innovation score!!

  • Jupiter Hadley
    Jupiter Hadley Jupiter Hadley 2
    2 months ago

    Very interesting story! I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :) https://youtu.be/qZITVIm2pYI

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Thank you! I've been watching these after you left links on a few games. Let's Playing game jam games is a really cool idea to connect viewers more to indie game development, which is awesome!

  • Fachewachewa
    Fachewachewa Fachewachewa 11
    2 months ago

    Took me 2-3 tries to beat the sun and the evil clone, you def. need some i-frames during hitstun.

    The game have impressively good variety for a jam game (and a first), but like poblematicar said, lots of rookie mistakes. At least collisions were working well, so that's a plus. But yeah, overall it lacks polish more than anything else.

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Thanks for playing! I-frames are a good idea! I was thinking about just shortening the hitstun, but adding i-frames in addition would be much better.

  • Problematicar
    Problematicar Problematicar 20
    2 months ago

    This is the best bad game that I'll ever play.

    I'll be completely honest, I have no idea how you managed to get so much content into this game in so little time, the first thing that comes to mind is that maybe you did everything kind of in a hurry, because the sprites are pretty bad and some of the coding is pretty buggy, like collisions, bullets, or movement.

    I mean, this game has all of the "rookie mistakes" that you usually expect in a jam game, even the balancing is kinda off, and at a first glance it looks like it's made by a complete beginner.

    So I'm betting that you either have a ton of talent and made a really fun game with lots of content without even knowing of the many rookie mistakes you made, OR, you're actually an experienced dev and tried to go for quantity over quality. Also great plot twist at the end.

    I don't have many characters left so I'll keep this short.

    Good Story, Good music, Bad art, Bad code, Good game.

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Your opening sentence made my day! I only had Game Maker for a couple weeks before the jam started, so I used it as a learning opportunity and posting it seemed like a good way to get tips for improvement going forward. Fortunately, all of that happened and I'm more excited than before to make games. I was definitely aware of the rookie mistakes, but with as much content as there was in the game, I didn't leave much time for myself to polish or rethink how certain mechanics were coded. Next time, I'll have a much better knowledge base to work with and I'm excited to see where that goes.

  • Kwisarts
    Kwisarts Kwisarts 15
    3 months ago

    Haven't got the courage to beat that sun boss, his attacks are way too hard to dodge and losing energy when shooting, considering it's your only option to win, seems a bit too punitive. Aside that, I love how you're into people's mind and how you managed to squeeze in bosses! Too bad the animations and visuals weren't that great

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Thanks for playing! Moving forward, I'm increasing the Sanity to 200, decreasing the bullet cost to 1, increasing the Sanity drop rate to 1 per 3 seconds (right now it's 1 per 5), and increasing the amount of Sanity gained by sacrificing followers. I also plan on making the Sun and the final boss a bit easier.

  • Peter 🌊 Jørgensen
    Peter 🌊 Jørgensen Peter 🌊 Jørgensen 3
    3 months ago

    The game was fun, and a real challenge–maybe too much of a challenge. For example, the sun boss could've used some adjustment. I would've liked a double jump.

    Good story and immersion. A good game for first game jam entry. Thanks for participating!

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Thank you! It was a lot of fun and great experience. Doing it definitely makes other projects less intimidating! A double-jump is a great idea! It would help a ton with difficulty while maintaining the intensity of the bosses.

  • Ivar
    Ivar Ivar 3
    3 months ago

    If lifetime was a rating, I would give you a solid 10 out of 10. I played it nearly 1 hour steak without even finishing it. It's impressive that you managed to make bosses and cutscenes when no one else had time for that (of them I've seen).

    The icon and the banner looks unprofessional so they lowered my expectations. But the game was atually well made with several enemy types and fun gameplay. A downside is that it was at some points a little bit too EXTREMELY HARD!

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Thanks for playing! And I'm really glad you enjoyed it as much as you did! I definitely didn't realize how hard it was (if only because playing through it to test it, I already knew their firing patterns).

  • cortop
    cortop cortop 4
    3 months ago

    Not bad for a first game (or is it just your first jam?). I agree with what Veralos said. Sacrificing followers is a good way of fitting the jam theme and exploring peoples minds is a great concept. But, losing health to attack is frustrating, especially when dodging enemies is usually not possible. Maybe sacrificing health could be for a special attack? I feel like I'm being punished for attacking instead of being rewarded the power to shoot in exchange for health, if that makes sense? It's a subtle difference, but maybe it's something to think about?

    Also, the controls are a bit clunky, but decent enough. I liked the ability to hang on ledges! The music is repetitive, but set the tone for each mindscape which added to the atmosphere. Collisions are sometimes harsh and I got stuck on top of enemies a few times and died almost instantly. Sometimes it feels better for the player to have a smaller hit box, even if it isn't technically accurate.

    Anyway, despite a few problems, I think you did a good job!

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Thanks! This is my first game. I wanted to rework the knockback system so that you couldn't be damaged during it and influencing direction rather than mandating it. I also wanted to implement ducking (to make avoiding damage a little easier), but it ended up being too time consuming for the time left. Thanks for your feedback, it's really helpful!

  • Veralos
    Veralos Veralos 11
    3 months ago

    Interesting idea for a game. Having the levels be inside people's minds is pretty clever and I like how they feel like the person you're taking over.

    Sacrificing followers to heal and gain powerups is a good idea that works well. Losing health when you attack doesn't work as well. It does fit the theme but it feels kind of unfair when you're forced to lose life just to damage a boss.

    Speaking of bosses: The second and final bosses seem a bit too hard. It's almost impossible to dodge all the attacks. However, I did eventually beat them.

    The visuals aren't the best but they do have some charm to them. The audio works well enough though the music loops are a bit short.

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Thanks for the detailed feedback! It's hard to gauge difficulty when you programmed their shot patterns, so it's really good to know how difficult they are.

  • Anonymous
    Anonymous Anonymous
    3 months ago

    rly cute game with a lot of content in it love the name nyarlathotep XD

    the backgrounds of the platforming areas could have been expanded to add more atmosphere, but i understand that that would be pretty time consuming to do

    fun game, tho i cant beat the sun XD

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Thanks for playing! I agree about the backgrounds. This is our first project, so our speed and skill will increase as we continue honing our skills. A tip on the Sun boss: running in one direction saves you (for the most part) from taking damage, and one of its shot patterns should allow for escape so you don't get cornered.

  • Fajpaj
    Fajpaj Fajpaj 2
    3 months ago

    Fun game and cool concept. The platforming and shooting elements are pretty clunky feeling, but they work well enough. The story/concept is really cool. I hate to say it, but the art is pretty bad. I had a pretty good time playing "Chaos Conquest"

    • bucketbomb bucketbomb
      bucketbomb 5 Developer

      Thanks for playing our first game (and leaving feedback)! We were really happy with our idea, but are still fledglings at most of the production processes.

Post-mortem

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