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Hereditary Marks's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #2 | 4.690 | 4.690 |
| Audio | #5 | 4.095 | 4.095 |
| Overall | #10 | 3.847 | 3.847 |
| Accessibility | #14 | 3.429 | 3.429 |
| Fun | #14 | 3.786 | 3.786 |
| Controls | #15 | 3.714 | 3.714 |
| Originality | #16 | 4.000 | 4.000 |
| Theme | #75 | 3.214 | 3.214 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
None
Game Description
Hereditary Marks is a dungeon crawler where you control different family heirs with a macabre history. To gain access to the family inheritance, you must clear the evil sigils from the 7 floors of the tower and face the entity summoned on the last floor.
How does your game tie into the theme?
The player must erase magical sigils on the floor of the tower in order to advance.
Source(s)
No
Discord Username(s)
CCadori
Participation Level (GWJ Only)
7
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Comments
Absolute stellar submission. very consistent style and vibe.
Main critique would be the theme adherance.
Always love your art!
Thank you NathanSDunn!
Beautiful game graphically and UI is super hi res as usual. I'd echo what a lot of other commentators said about the balance being a bit off with few resources. Also the beautiful sprites that decorate the levels distract a little from whatever resources I might be able to find and I wonder if it would be possible to have two styles of art to make the background more "background"
Hi, Pete,
I'm glad you liked the graphics, I really put a lot of effort into making them as fluid and consistent as possible!
Yeah, the fact that the resource drops are completely random makes the game a bit unpredictable, both from the players and the developer's side. I would probably implement it a bit differently if I work on a game like that again in the future
Regarding the background, many of the elements were interactable on my plans, but I couldn't do it in time (e.g. glass flasks would drop some different components), so I think that's the reason they stand a bit too much in the final version π
Thank you for playing and reviewing!
Calming with very well made illustrrations. I kind of liked that there were not real animations, but only transforms. Everything felt polished and in on style. On third level enemies got stuck, but I think it's a small bug.
Hello, Manwiththeredhat,
I'm glad you liked the graphics, the animations are almost all vertex shaders working together π, and two or three real animations.
I'm sorry to hear that you had a bug, some other players reported the same thing, it seems like I forgot to verify some conditions when the player gets damaged
Thank you for the review!
Hello! But that is so cool, because drawing frame by frame animations or making skeletons can be a pain in the ass.
No worries about the bug, I got so many random bugs in the game I even forgot to count.
Your game is clean and that is what I adore!
I really enjoyed the potion brewing aspect of this game. That being said, having potions in the environment that are not pick-ups was torture! π I started out by trying to kill all of the enemies, but then tried a strategy of running from all of the enemies. It was difficult though with the ghosts being able to go through walls and the rat creatures being so fast. I really enjoyed that I started over as a new character each time I died. So on point with the theme of your game!
Thank you for the review, Lirana,
I am glad you liked the heir's randomization, it was really fun to work on!
The glass flasks were intended to be interactable, but unfortunately, I couldn't implement them on time π
Great style! I really like the spellcasting mechanic. It was a bit too difficult though, more resources would make it easier.
Really good atmosphere, beautiful visuals and music, and creative gameplay. I really enjoyed combining elements to make spells and I wish the drop rates where less random. Sometimes I would not be able to get peppers and sometimes I only had peppers and bat wings, wich completly change the difficulty from one level to another.
Hi, Chuchodal
The drop system was designed to be random in a way that forced the players to experiment with new spells, but after reading some feedback, I would definitely change that to make it at least a bit more predictable
Thank you for the review!
Really nice ambiance!
Very pretty. Wish I had a little bit of time to get used to the mechanics and read all the text before it threw me into battle
I enjoyed playing this game. The visuals are pleasing, and the sound choices are great. I did find the text hard to read.
As usually CCadori stands for quality submission and is super polished, good graphics, strong artdirection, everything fits well together with the mysterious soundtrack and good sfx. Cool alchemy system. performance in browser is also supreme. This time however I don`t like the gameplay:
From time to time it felt a little bit unfair, with the ghost going through walls, and with such a short amount of downtime after an spell. if I might be not so resource starved I would enjoyed it more. I guess I am not a fan of that type of "running around mostly defenceless" after using up all my ingrediens. Also the guy and his bullets have probably too big of a collision.
Hi Ollibanjo, thank you so much for the honest review,
I think the gameplay is not for everyone (not that I designed it like that, but it may have ended like that considering some reviews).
I wanted to make a dungeon crawler, but I also wanted to shift a bit away from the classic ones, so I designed it more about running from enemies and testing different spells using the "alchemy" system. And I assumed the risks of doing so.
I totally understand the frustration of some players, the resource management system can be quite unfair depending on the randomly dropped items, and the spells you use, since only 1-2 spells are about killing mobs, and peppers are not easily dropped.
Again, thank you for the review, it really means a lot from a talented dev like you π
Recently played the new balancing update. at least this time I managed to get to the 7th floor ;)
For me the game feels better now and i have more resources to defend myself.
On the 6th floor I messed it up a little bit, thats why I died quickly on the 7 th floor
So i think the game in it`s current form is way fairer now, also the hitbox of the shooting enemy seems to be fixed too.
Cool that you keep improving your games after the jam!
Great entry! That's quite a lot that you got in there, the alchemy system, a really good ui, and all the polishing! You've also managed to do a great deal of balancing in there, so that the continuous difficulty increase works well.I have a little nitpick: Initially, I often confused the keys you have to press for the ingredients with their amount
Thank you for the review! Indeed, the button sprite in the background is so minimalistic that it got a bit confusing, especially on smaller windows
Very well done and amazingly polished game!
Visuals were very well made. I liked the combining ingredients mechanic. I wish the hitboxes for the attacks were a bit bigger
Excellent job, you always make such slick looking games! Echoing others, the hit boxes were a little off and the font could have been a bit bigger. I really dig how you approached the alchemy, it was fun to experiment with the different combos.
Thank you for the review, I wanted the "alchemy" part to be the games differentiation from other dungeon crawlers. Im really glad you liked it!
Sorry to be picky, but when the game is really good, I need to talk about the little things! hahaha
The font could be a little bigger.
The first level was very well built. I was even more surprised when I realized it's random.
I found that right-clicking deselects everything, quite useful.
I think the collision of the shooter' bullets (or perhaps the collision of the character himself) should be a little smaller. The shooter can hit me even if I'm on the other side of the wall.
Beside that, great game as always! Congrats!
Thank you so much for the kind words, Noskire,
The balancing system took me a while but I think it somehow worked at the end! Im glad that you liked!
The collision unfortunatelly its a known bug at this point, I think 80% of the people that played had issues with it π, the visuals of some monsters are a bit smaller/different then their hit box. Im planning to fix it past jam.
Also, you just remembered I forgot to add a tooltip explaining the right-click feature π
Thanks again for the detailed review!
Super fun entry! found myself wanting to mess up lol just to see the variations of heirs. a bit tricky with hitboxes but still really polished
Really nice entry! The art, sound and gameplay were all really well thought out, and excellently executed. Also, no biggie, but I killed the big demon thing π.
One thing I noticed that either the hitbox for the player, or the projectile shooting guys felt a bit off if you were standing above the projectile. It sometimes looked like you were in the clear but got hit anyway.
Well done!
Finally someone got to the end, congrats for killing the family creature! π
Thanks for the review, unfortunatelly there is an issue with some of the enemies hit boxes, they are a bit bigger/larger then their visuals. Its somthing Im planning to fix post-jam. Thanks again!
Very polished game! I did see a scaling issue on ultra-wide
Thank you for the feedback, I didn't test in different screen proportions before submitting, I will fix that after the review phase π