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ProjectBrim's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #51 | 2.500 | 2.500 |
| NES Feel | #51 | 2.550 | 2.550 |
| Graphics | #57 | 2.450 | 2.450 |
| Overall | #65 | 2.163 | 2.163 |
| Audio | #73 | 1.150 | 1.150 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I love the simple level design per level, although I was annoyed at the fact that I have to move in a certain direction to get the mage to shoot right where I want. Also, I can kill enemies who got blocked off because of the walls. It was such an easy kill xD
A solid beginning with great mapping, but the tileset feels very sterile, it's gray on gray, every floor, with nothing happening on them.
I like the procedurally generated dungeons! I have to imagine that took quite a bit of effort to get right. I think the graphics were simple and effective but I did notice that the UI elements didn't scale when I went to play in full screen. I think with more mechanics and some additional polish in y'alls game it'd be a stunner! Thanks for making and sharing your game!
Cool dark mage and orbs. The big empty grey rooms had a good spooky vibe to them.
Also liked how you could shoot and orb and then run into it. Interesting mechanic where if you shot an orb behind you in a hallway it blocks you from running away from enemies. Better to charge in an be aggressive! haha
I got thanked by the princess for saving her. It was funny as I lost almost all my life in the very beginning and then the full run was tense as I spent the entirety of it near dead, at some point against the boss I almost messed up as I shot behind me and the boss was approaching but I managed to escape before it would touch me.
I agree with the previous comment saying the game controls like a NES game and the controls feel pleasant with the right speed for your characters, the bullets and the enemies. The level generation works, I like the animation of the bats and it was cool that the game ended with a satisfying boss fight.
Given the actual content I don't think the game required so many levels (although it's not absurdly long either). Also I'm not sure I like that you get blocked by your own bullets in the end.
Thanks for sharing!
I do not know what else to say except it is a fine start. You have mechanics down, enemies that do their own attack and a final objective. It is playable, for sure, even if it needs improvements. I would say finish the game!
The only things I would suggest (Beyond the usual better graphics, some sound, etc.) are:
Notes:
These are some great recommendations! I do plan on working on the game even more and uploading an updated version once voting ends, and even further beyond. Here is what I will likely do based on your advice:
This is a good foundation, but very incomplete. I’d suggest, try to get more variety of interactions. Monsters that throw fireballs at you? Blocks to push around onto switches? Then keep the level count short enough, and add something new with each one. Otherwise playing starts to feel like a chore. But you could definitely build something cool from here!
Yeah unfortunately most of the development time was spent on the dungeon generator algorithms so it was hard to create a lot of enemy variety. I like the idea of adding puzzles and new enemies though! I was also thinking of somehow randomly(within reason) placing keys and doors throughout the dungeon to encourage exploration. When voting ends I’ll probably lower the level count for the boss down to like 3-5 for the demo. Thank you for your feedback!
A good start, but I didn't feel much sense of progression from level to level. The movement felt pretty true to an NES top-down game
Great feedback! I also kinda had that feeling as I was designing the level generator. Some ideas I had were:
I feel like these could help make the player feel as though they are actually progressing.
Let me know if you have any ideas!
Mini bosses every 2 or 3 levels would really help differentiate the play, and I like your idea of biomes/environments. If you add more enemies, you should think of ways to make them feel different from each other, like charging up and dashing, or firing projectiles. Best of luck if you end up continuing!