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Void Keeper's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #815 | 2.900 | 2.900 |
| Audio | #850 | 2.867 | 2.867 |
| Enjoyment | #951 | 2.900 | 2.900 |
| Visuals | #995 | 2.967 | 2.967 |
| Overall | #1009 | 2.806 | 2.806 |
| Theme | #1067 | 2.667 | 2.667 |
| Innovation | #1144 | 2.533 | 2.533 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
In this game, the emptiness corrupts into enemies. In this way, the nothingness "goes wrong".
What code and assets did you not make from scratch during the jam (if any)?
Every piece of art and code is original (except for unused placeholder sprites), but one of the songs was loosely based on a previous original soundtrack.
How many people worked on the game?3
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Comments
Hello! Firstly id like to say this is a really cool bullet hell and one of the nicest ive seen this jam :3 the fact u can change your characters values in real time is really epic sauce and the bullets feel impactful as well :3 If ya continue after the jam, I think itd be really nice if you could see how many bosses you have left inbetween or during levels (on my first play through, I lowkey hadn't figured out there were 4 and a big boss) Epic game!
The info is in the description, but nobody reads that so that's on us. Glad you liked it tho!
Nice game
Nice game
The game was fine. Everything was a little too floaty for my tastes and it felt like it took quite a while for the bosses to spawn. I think you should have made it so the enemy projectiles only started to fade out when they were almost gone, as I found myself getting hit frequently by projectiles that were barely visible. I really liked the added customization of the player character, always love when small touches like that are added. Could use some sound effects and a little more refining, but this is a solid base you have here.
I made it so the enemy projectile hit box gets disabled for the last 10% of its lifespan, but that translates to the last 0.5 seconds, so it should probably be triple that or something. I'm probably going to change it in the post-jam version.