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A jam submission

Haunt the VaultView game page

Lewd tactical combination puzzle battles!
Submitted by Impy — 4 minutes, 6 seconds before the deadline
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Haunt the Vault's itch.io page

Results

CriteriaRankScore*Raw Score
Play#143.5933.593
Novelty#163.6303.630
Ambition#173.5933.593
Aesthetic#213.7783.778
Sound#213.4813.481
Overall#243.1783.178
Horny#333.2223.222
Harmony#373.1483.148
Kink#373.0003.000
Narrative#562.0742.074
Stealth#562.2592.259

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Stuff you did not do in February
I made a few concept illustrations before the Jam started.

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Comments

Submitted(+1)

This game is pretty fun to play! It took me some time to really understand how the objects and characters are affected by your powers. Once I reached the levels with Espa, I really had to think carefully about my next moves. It sometimes felt like there should be a turn limit and some consequence if you go past it. I'd often take far too many turns on the same map waiting for the right candle, forgetting that I could reset and try again if I'm stuck.

Sometimes when I hover over the bottom part of the UI, it triggers the camera scroll, which felt a bit counterintuitive.

Overall, I really like the mix of gameplay and lewd elements for the goals.

Developer

Thanks for playing, I'm happy to hear that it was fun! Fixes for the scrolling issue and less random candles are coming in a patch soon after the votes. Turn limits are coming a little later, but that's also something I want to add.

Submitted(+1)

equally shocked that this is the first true puzzle game i've come across, and that it sucked me in as much as it did

the possession mechanic is a beautiful way to tie the theme into gameplay. and the... changes to the characters as we use them, pushing them around and whatnot, is a great way to tie that back into kink. automatic high score on the harmony rating for that inspired bit of design :>

Developer(+1)

I was hoping to have a chance to give possessed characters spiral eyes and different animations, but that ended up being yet another thing that I had to give up on due to time constraints. I'm glad that the theme still worked for you even without the fancier elements, and I'm happy to hear that you liked the puzzles! Thank you!

Submitted(+1)

Really like the look of this game and the characters however the game is kinda confusing and when i did figure out what i needed to do a lot of my time needed to be spent waiting out turns. Its got some sokoban type mechanics in it in terms of pushing and pulling stuff around but that doesn't really feel intutive on randomzied maps and hexagon grids. But as i said i do wish i could figure it out becuase i like seeing all the animations and characters 

Developer

There is another way to set things up to reduce waiting, I can have all of the characters go simultaneously (which I've done is 2 of my other games). However, I think that the tactical and puzzle aspects will suffer too much if I go that route.

Submitted(+1)

THIS MUSIC IS PURRFECT. Immediately demanding to meow at whoever composed for your game, they Napstablook'd so hard

The game itself is a lot of fun to play too! Any criticisms from me are echoed pretty clearly in the other comments, but as a game jam game with a couple quirks it's a lot of fun! Really sparked my love for puzzle games back up!

Developer

Thank you, I'm not a composer so I often buy soundtracks for my games, the one featured in this game is Gothic Music collection 2 by BEEMYU.

Submitted(+1)

This is a really solid foundation, excited to see where you take this in the future!

The only real gripes I have are:

- it feels a bit clunky to have to right click to deselect each character when I want to select a different character (I don't think its possible for a character to move to an occupied tile, so it feels like an unnecessary step)

- it's not really obvious when a character is possessed

- the buttons to activate the ghost powers kind of blend into the UI behind them

That being said, I love the art, animations, and music!

Submitted(+1)

This is a really solid foundation, excited to see where you take this in the future!

The only real gripes I have are:

- it feels a bit clunky to have to right click to deselect each character when I want to select a different character (I don't think its possible for a character to move to an occupied tile, so it feels like an unnecessary step)

- it's not really obvious when a character is possessed

- the buttons to activate the ghost powers kind of blend into the UI behind them

That being said, I love the art, animations, and music!

Developer

I'm glad you liked it! I've got some upcoming fixes planned that may address these issues:

- Selections will soon be done by mouseover for anyone you don't control. This change is ready to go, I'm just waiting for voting to be over.

- I might do separate animations for hypnotic effects. This was the original plan, but setting up animations ended up being harder than I hoped, so I'm not fully sure yet.

- Ghost powers will get an overhaul in one of the next couple of updates. They're currently in a somewhat simplified state because I was rushing to release. My original plan was to have them be targetable, upgradeable, and swappable. Affecting an area around the player was easier to code, but these types of area effects are probably not here to stay (or they may become an unlockable variant to swap into).

Submitted(+1)

i'm not sure i've ever played a puzzle game quite like this before (which is a plus from me!). it's action-oriented, in some sense, with the HP systems requiring micromanagement of the combat, but it's also very surely discretized to a grid and turn system like many other puzzle games. this is an interesting combo, and it definitely took some getting used to! i found in some of the later puzzles i was a bit annoyed at how finicky it could be, especially when i needed Val to attack higher-health enemies without losing all her HP. i think the map i won on may have had a somewhat lucky/convenient layout.

still, i did manage to get through all the puzzles, and ultimately i think i enjoyed them. there is something satisfying about completing these tasks indirectly as a ghost. it feels good to make efficient use of the abilities that you currently have available, and it's neat how you can dynamically choose from several strategies based on the current layout + your current ability set.

of course, with the combat, you do have to wait until you get "possess" sometimes as you really need the healing ability. i actually think when the tension got higher is when i started enjoying the end-game puzzles more--once i actually had some progress nailed down, it became critical to keep away all the scary enemies while i stalled for the possess ability, and making use of the less controllable haunt and spook abilities was engaging! i suppose it was more the perceived tedium that annoyed me at the beginning of the puzzle but not once i was actually playing it.

the way that the HP system does not actually kill anyone but just undresses them was nice. it gives the game a definite kinky twist, where suddenly i have the power to, like, undress these folks if i so wish.

a couple nitpicks:

- i have to change the resolution on my screen for the UI elements to appear at a more reasonable scale.

- i find the candle system slightly frustrating sometimes. specifically, the way that you can click an ability multiple times but it doesn't appear to actually do anything. for example, sometimes i wanted to try to use "possess" several times just to boost the HP several times but it didn't work. i think maybe the abilities should get grayed out if they can't be activated again.

- like some other commenters, i also would have liked some kind of thing to check what an ability did before using it.

- i also had the issue where objects sometimes wouldn't appear. i think one puzzle was something like "activated 3 bookshelves" and 3 never generated--is this intentional? i did eventually realize i could just re-use one of them for multiple activations, so it does make sense to me, but i thought i should mention it.

to end on a positive note, i quite like the art & animations! the candle art especially is super fun including the little swinging animations from turn to turn.

Developer(+1)

Thank you, I really appreciate the detailed review! I agree with the suggestions, and many are already implemented in a patch that will be released after the voting period is over. Candles will be picked from a pool with 2 of each that will reshuffle after all run out to ensure that players are getting more predicable draws and are never holding 3 of a kind. The 3 bookshelves were intentional, it's supposed to be a level that teaches players how to decouple combos to make new ones, but other map generation issues will be fixed. Attacks will happen when characters bump into each other to make targeting easier. Hints for what actions do will not be in this patch, but most likely will get added in the first update. I'll also look into the resolution related issues.

I think that the frustrating parts of puzzles will be less noticeable once I switch from mandatory objectives to optional ones which is the intended design. A lot of stuff that feels like it's not fully working at the moment is mostly that way because I completely ran out of time this year and had to pick quicker ways of implementing features in ways that still made some sense.

Submitted(+1)

As always you make some very intresting and fun games.
The mechanics always have a twist and they are a treat to explore and make sense of! :D
Good job.

Developer(+1)

Thank you, I love coming up with new game mechanics! They don't always work out as I expect, but rebalancing games until everything's working is part of the fun for me too.

Submitted (1 edit) (+1)

I really like the concept! It could definitely be expanded into a full game.

The characters have a charming and unique design. I wasn’t expecting them to get undressed when reaching 0 HP—nice surprise! And you even made different animations for every clothed and naked character with every object, which is a great touch (I know this is mentioned in the "Hint" section of the game page, but I waited until I got stuck before reading it)
The music is catchy, perfect for a game where it will loop for a while.

The intro level explains just enough to get started without over-explaining every mechanic (like how to break vases). I got stuck pretty early because of this, but I actually had a lot of fun experimenting with the tools at my disposal and figuring things out for myself. Once I understood how everything interacted, the gameplay became really enjoyable.

I think the UI could use some improvements:

  • Showing potion effects before using them could help beginners. For example, I knew that one potion could heal characters nearby, but I wasn’t sure which one. In that case, trial and error wasn’t ideal because I had already set up my characters positions but didn’t know wich potion to use.
  • A button to restart the room without rerolling it could be useful for situations where we had a good layout but made a mistake.
  • Since the restart button is close to the others, a confirmation prompt would be nice—I misclicked it more times than I’m willing to admit 😅

Unrelated to this, but I saw that you also made pixel art games, which is a style I really like. I’ll check them out once the rating period is over!

Edit: Sorry for the wall of text, I didn’t realize how much I wrote...

Developer

Thank you, I'm very happy that you enjoyed it! 

I currently showing info text about powers after you use them because that was easier to set up on a small time budget, but I definitely want to do that on mouseover in the future. 

I don't think that a button to reset without rerolling is something that's easy to make, but I also don't intend to keep the restart button. The game is meant to have limited turns and optional objectives that give experience towards unlocking more powers. In the future there won't be a need to reroll or restart the levels, you'll just complete as many objectives as you can before the turns run out. I simplified my concept into a series of puzzles for the game Jam and added the reset button as an emergency rescue option.

I'm glad to hear that you are interested in my other games! I hope you will like them, pixel art is a style that I really enjoy working with.

Submitted(+1)

The concept took me a bit to grasp at first but once I got it it was a really fun puzzler! The art and animations are super charming and the fact that things change when characters get naked is a really nice touch. I got stuck on the level where you have to undress the naga just not able to figure out how to make things happen in the right order (even though I had managed it on other levels, so I actually don't know what I wasn't getting), but I had a lot of fun with it up to that point! I'm really impressed you were able to make something so strategic!

Developer

Thank you! I want to make all objectives optional in the future with a turn limit on each level. Getting stuck on something won't really be an issue, it will be more about doing your best and collecting experience points from combos to power up your abilities for a final showdown. I decided to present it as a series of puzzle maps for the jam because the whole roguelike aspect of it wasn't anywhere close to being functional.

Submitted(+2)

Ooh this was super fun. Was a bit baffled with the candle system at first. And the randomization didn’t work at one point and didn’t spawn a bookcase, which left me a bit confused but introduced me to the reset button. But once I got the hang of it, it was a great time and kept me engaged during the whole run. The last level took a tad too much to get all the stars to align in my opinion, but it felt very satisfying once it happened.

Charming art, beautiful UI and mechanically impressive. Also, great taste in music. Only improvements that come to mind is some visual effect when you reach the goal, and maybe some kind of indication when you can move a unit, an aura behind the unit or such.

Also Naga is hot.

Developer(+1)

I'm really happy that you liked it enough to play the whole way through! I was very rushed towards the end, so a lot of the sounds and visual effects that I wanted to add didn't make it in. I also didn't catch the map generation bug in time. The game keeps an area of 4 tiles around the starting point clear, but on small maps if you start in the center there's no room to place things. The reset button was definitely a good addition for this first release!

Submitted(+1)

First things first, absolutely adore the character designs, their art and animation as well. You must have put plenty of effort there. The idea of haunting and posessing others certainly gives room for kinky action.
The grid movement lends itself well for a puzzle game. I'm interested to see what you can cook with this idea.
Sometimes selecting a character felt a bit hard, no matter how much I tried clicking on them, but otherwise the game was working.
You definitely could add more characters and therefore variety of interactions between them and objectives.

Nice work.

Submitted(+1)

Oh and I love the candles. I'm a fan of sexy candles.

Developer(+1)

I was hoping to have time to add an alternative animation for characters walking around while hypnotized. Animations were the main cause of my time management problems, but surprisingly drawing the characters wasn't as hard as I thought it would be and was mostly done using the mouse, I guess all of my pixel art projects trained my hand. I definitely want to add more characters and items, I think that there will be at least 2 updates for this game and after that I'll see how much enthusiasm there is to keep going from both me and the players.

Selections are grid-based, I should add a highlight for the tile under the cursor because everyone pokes out quite a bit from the tiles they're standing on. I'm guessing you were clicking on the characters themselves, which is something I should expect if there's nothing to indicate what's under the cursor.

Submitted(+1)

There’s definitely potential here! The procedural puzzle generation has a tendency to generate unsolvable puzzles (such as requiring two gramophones to be activated when the level generates either one or none), but we can see it potentially working smoother with extra fixes, and more fleshed-out generation rules to make things feel a bit more coherent. The core mechanics are decently solid, and would likely shine quite well with better level generation.

Additionally, this project functions completely flawlessly as-is when exported for web. We’ve tested this by decompiling it, re-exporting it as a web build from Godot 4.4, and running the result locally. The project in its current state doesn’t use anything that’s exclusive to the mobile/forward+ renderers, and doesn’t make use of any APIs that require special consideration for web exports (aside from the resolution switcher in the main menu, which predictably does nothing on the web). Publishing a web export would be a good way to get some more eyes on your game, and more ratings for your game!

Developer(+1)

Thank you, I was in a hurry to get the game published after a crash and in my experience web versions can be buggy so I decided not to try it. Making changes during ratings is usually not allowed, but if it's alright to just publish a web version I could do that.

I only got to test for a little bit, so I didn't encounter the map generation bug before the game was submitted. I'm pretty sure that it as something to do with there not being enough tiles to add everything if the player starts close to the center on a smaller map because the game tries to avoid placing anything too close to the start location. Luckily the reset button takes care of impossible levels for now, but I want things to be a bit less free-form in the future so it's definitely on my list of things to fix quickly!

Submitted(+1)

Pretty complex, I like it!

Developer(+1)

I'm glad you had fun! There's a bunch of stuff that's not fully set up in the way I want it to be, but I think the game works well enough in demonstrating the concept.

Submitted(+1)

I think this is a good start for a “handcrafted” puzzle game, but I don’t think these mechanics work as well for random generation. Randomly generated navigation/movement puzzles don’t tend to have an interesting “hook” like an intentionally-designed puzzle can. I think the core mechanics would work well for a game designed specifically around them, but like this it feels a lot like a randomly generated Sokoban relative where everything has tits for some reason.

Developer

I think that random maps will work better with a few additions and bug fixes. I also want to push the game a bit more into a tactical RPG area after the jam with more abilities and effects. A big change that I made from my intended course for the jam was to make the objectives mandatory. I envision the final state of the game to have timed maps with fully optional goals that give experience to upgrade your powers, and boss battles with mandatory goals as a final challenges that test how well you've done.

Submitted(+1)

Fun game! The candle system is a really interesting take on the "card battler" genre, and one I haven't seen before. Moves can be re-used a limited number of times before they rotate out, so you can plan your turns, and that adds a lot. I always felt really smart when I was able to perform multiple actions in the same turn.

The puzzles (like how the heck do I break a vase?) were interesting and the solutions made sense once I thought of them, so excellent job on these. I initially found it odd that the ghost can't pass through occupied spaces, but once I got a better feeling for the gameplay, it made perfect sense. Blocking spaces is sort of the point, after all! I did struggle with the interface a little, and it initially took me a few tries to "hit" the UI elements, but it was intuitive enough once I figured it out. An indicator of when the cursor is over something interactive would've helped me personally, I think.

Really fun art style too. Just the right combination of silly and lewd. The candles really made me grin once I saw what they were. And, well, why not put a butt on a snake?

Thanks for including a Linux build. 🐧 I ended up playing the hotfixed Windows version, because it was submitted really close to the deadline and the jam allows fixes for game-breaking bugs anyway. Sorry to hear about the tech issues, but I'm glad to see you were able to get the game published anyway, it's really neat.

Developer

I'm very happy to hear that the candle system is already doing a bit of what I wanted! I was afraid that with all of the late cuts I was making it would feel like a weird mechanic to have. I wanted to make the skills more customizable, so you're right in calling it a card battler, it's very much what I was aiming for. Highlighting interactive elements is a good idea, I think there are a lot of small quality of life changes I can include to make things feel a bit faster and intuitive, I was just way too behind on the essential additions this time to get a proper sense of how the game feels.

Developer (1 edit) (+1)

Two hours before the deadline I suffered a really major Godot crash that broke a bunch of scenes. I was able to catch and fix most of the issues, but some got skipped because they were in really random places. The current Windows upload is a hotfix for those problems, but it was submitted slightly after the deadline, if you want to play the game in its correctly broken state for rating purposes, please use the Win32 one.

I used a new and rather unfortunate animation technique that took up way too much time, so none of the intended plot of the game has been added. All of the events and some of the map transitions were supposed to have a bit of dialogue to accompany them.