Fun little boomer shooter/ROR2 style game! I like the movement and high FOV. VBullets were a little tough to dodge and I wish I got more currency for upgrades, but I get that you have to sacrifice to proceed. I do like that you can choose to gamble your life and earn more, but difficulty could scale down a bit.
I found that if you jump backwards while shooting it does help you clear waves faster and less chance for projectiles to hit you
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Spirit Sunder's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #199 | 3.579 | 3.579 |
| Theme | #208 | 3.711 | 3.711 |
| Overall | #252 | 3.526 | 3.526 |
| Creativity | #440 | 3.368 | 3.368 |
| Visuals | #480 | 3.158 | 3.158 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Very fun game and interesting mechanics.I'm not much of a fan of ganre but this was interesting ~
Tanks for experience !
As a roguelike veteran. I thought to myself, "I'll never die. I'm going hitless!". Then proceeded to tank my way through a wall of eldritch dodgeballs.
Doing parkour while kiting 50 projectiles is a euphoric experience. Trapping myself by a wall and getting absolutely blasted is an equally devastating experience. (just a comment on my own lack of skill)
At first, I was optimizing the fun away by thinking I should save for upgrades. Then I realized, upgrades make you awesome. And its way more fun mowing down cosmic strawberries with critical hits..
The way you did the sky reminds me of a part in the Soul Reaver 2, PS2 demo (second scene, maybe?).
And the music and art style make me want to see what this title could/would be if I saw it on the shelves as a ps2 or pc release (the disk case art and what not.)
Bug: Minions have elevation blind spots. I wanted to do more parkour, but didn't want to cheese.
Feature: Enemies spawning near behind was a really fun aspect (not sarcasm). It kept me on my toes. And was satisfying trying to dodge in the middle of the chaos.
Absolutely solid experience.
As a roguelike veteran. I thought to myself, "I'll never die. I'm going hitless!". Then proceeded to tank my way through a wall of eldritch dodgeballs.
Doing parkour while kiting 50 projectiles is a euphoric experience. Trapping myself by a wall and getting absolutely blasted is an equally devastating experience. (just a comment on my own lack of skill)
At first, I was optimizing the fun away by thinking I should save for upgrades. Then I realized, upgrades make you awesome. And its way more fun mowing down cosmic strawberries with critical hits..
The way you did the sky reminds me of a part in the Soul Reaver 2, PS2 demo (second scene, maybe?).
And the music and art style make me want to see what this title could/would be if I saw it on the shelves as a ps2 or pc release (the disk case art and what not.)
Bug: Minions have elevation blind spots. I wanted to do more parkour, but didn't want to cheese.
Feature: Enemies spawning near behind was a really fun aspect (not sarcasm). It kept me on my toes. And was satisfying trying to dodge in the middle of the chaos.
Absolutely solid experience.
Ah this felt very nostalgic!! The graphics and gameplay all around, very nice :)
Nice! There aren't enough roguelike entries. I love the genre :D
Quick thing: I got stuck under a log and couldn't escape which forced me to restart ^^
Cool vibe and game!
I did find the spot where enemies stop following you early on, it was really hard not to want to hide there and snipe the enemies.
I didn't like how I was forced to only pick one upgrade even though I had plenty of soul coins left, it was if it was forcing me to sacrifice as early as possible. I think it would be better to be able to upgrade multiple things if you have the coin for it.
Really well done, with lots of fun ideas. Good job!
Thank you so much for the feedback! Yep that spot can be a huge temptation xD And I totally agree, the souls currency was something implemented almost at the deadline which may have been a mistake, but the idea was for you to be able to buy more upgrades. However we couldn't finish it in time :( But glad you enjoyed!
Fun game but i feel each time you get upgraded the game should get harder instead of having to constantly reset to be able to advance the highscore.
I also found a godspot in the map not that i used it too much as its more fun to shoot the enemies head on.
Thank you so much for the feedback! I'm glad you enjoyed! And yes, that's a common topic brought up by players and also us xD. We're planning on implementing something that scales up the difficulty everytime you restart (maybe enemy modifiers like elites in risk of rain).
The famous spot xD it sucks I couldn't fix that in time :( the navmesh didn't bake properly there for some reason.
Hey that was a great time, I really enjoyed it! I can see this getting addicting with a bit more love. but for 5 days that's really impressive!!
Now, for some unsolicited ideas haha. I'm sure you already have these ideas and tons more for the future releases but juuuuust in case, I couldn't help but think of stuff that would be cool!
Okay!
1. I was thinking it would be cool to give your life a bit more meaning, as of at the moment.. it feels like how well I perform matters less. so the thought was, what if the upgrades you chose would receive a small buff/added effect/percentage increase or something depending on how much health or life force you have! that would give more incentive to play conservatively with your health.
2. On the other hand, its always fun to have a build that relies on the opposite of something you have established, so instead of conserving health, have skills or spells/weapons that take health in order to be used, thus locking you out of the health benefits but they make up for it in other ways.
3. higher tier skills depending on how far you get before sacrificing? maybe??
4.Secrets!! maybe even a key you can unlock with a sacrifice after a certain wave is reached?
5. I assume when you die without a sacrifice your back at square one? If so then have like goal waves to reach also.
Apologies if the message comes off as rude as that is not my intention. I just got so excited playing this game that my mind was just envisioning things. I hope to play more in the future! you all did a wonderful job!!
Woah! Thank you so so so much for taking the time to write so much about our game and providing tons of feedback! And no, it doesn't come off as rude at all! It actually means a lot that you care so much about the game and that you enjoyed it to that extent!
The feedback is always one of the best tools you can have while developing, so we really appreciate the time for this, it means a lot.
Glad you enjoyed the game!
I really like this game, the gameplay was extremely enjoyable and I like the idea of persistent upgrades, Kinda makes you appreciate what you got after you restart and are much more powerful.
One piece of feedback, I think the whole sacrifice -> restart sequence until the next , is a bit slow considering how many times we do it.
Really cool game! I liked the vibe a lot. I was a bit confused about how upgrading works, and I died the first time, lol. But once I started to get into it, it was really fun. Good stuff!
Really amazing work in such a short time! Couldn't stop playing!
i really liked the character design of the enemies and would love to see more attacks from them it'll really add alots also the animation of the book really caught my eye, overall a lovely game i could see myself playing it more :D
I really enjoyed this! Takes me back to the old school Doom games. Love the idea of sacrificing to progress, very on theme! Although it did take me a while to figure out you could skip to keep playing waves aha. The art style is great as well, very clean.
The only thing I would have liked to have seen is having access to a few more areas. I know it's waved based arena style but after a few waves I started to switch off a bit, so I think just adding in a few new areas may have been cool. Force the player to have to go to a new section for x amount of waves etc.
Overall though really cool concept! Well done to you and your team!
Thank you so much for the feedback! That is also one of the things we thought about implementing in the future. Initially we though of doing two different themed areas (forest and cave) but we ended not having enough time :( However, it's surely something we have in our todo list!
Thank you again! Glad you enjoyed it!
Played it for longer than I intially intended. Good job, hooking the player. My main suggestion would be to spawn way more enemies. At no time, I felt overwhelmed by the enemies. Could be as simple as adding one enemy per successful run and removing one if you failed it. That would probably give some nice progression over time, where player balance themselves. Well done!







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