Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Costume CrashView game page

Don a costume and a mask as you fight waves of spooky creatures.
Submitted by NuManorEntertainment, HypnoticMeerkat, Nuhauskis — 3 hours, 27 minutes before the deadline
Add to collection

Play game

Costume Crash's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#452.9323.167
Controls#532.8553.083
Theme#752.6232.833
Overall#752.5352.738
Audio#832.1602.333
Accessibility#832.2372.417
Graphics#892.4692.667
Originality#902.4692.667

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.5

Game Description
A survivors style game using masks that define your playstyle

How does your game tie into the theme?
Your first upgrade is a mask that can define how you play.

Source(s)
N/A

Discord Username(s)
N/A

Participation Level (GWJ Only)
3

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

a really fun survivors like, my best try was with the cat and clown mask and always prio 30% reload reduce over damage, never buy any dash or move upgrades. pumpkin man was really rough at the beginning, because his projectiles are hard to control.

I had fun playing the game.

The game felt very zoomed in in my opinion, very little viewrange, but maybe i just played too much vampire survivors :D

You made a cool entry in 9 days. Good Job!

Submitted

Nice! Had fun playing this and  enjoyed the artwork! Two notes: 1) There were several times where I was left clicking primary fire as the upgrade menu popped up and immediately selected something without seeing it, 2) The dash felt off to me, I think maybe it covers too much distance. Grats on the submission!

Developer

Thank you for trying the game. Those are some great notes. Perhaps a "hold to confirm" would work well for the upgrades. The dash is definitely hard to get right. Do you think it would be better with a minimum duration on tapping the dodge button, like 0.2 seconds, and then the player can continue the dodge by holding the button. Or would it be better to keep it as tap-only with a shorter duration?

Submitted

Yeah, I think that could work for the upgrades. Another possibility is a "Confirm" button popping up on the bottom when you click one of the options (btw I never figured out the purpose of the 3 buttons Banish/Skip/Reroll, they always seemed to have 0 uses left when they showed up). 

With dash I think it doesn't feel "bursty" enough. I think it might feel nice if the player covered less distance but more quickly. But this could be my preference and not generally what players feel in your game

Developer

Ah, yes. The banish/skip/reroll buttons had been coded in but we forgot to give the player any uses before uploading. We will play around with the dash more and maybe give different types of dashes to different characters to give each a different feel.

Submitted

Fun little game :) I enjoyed the combat, and the graphics were really good. I thought the art on each character looked really cool. Nice submission!

Developer

Thank you for your kind words! It was really fun coming up with the character and mask designs.

Submitted

I found it a little confusing at first but I got there - I enjoyed the gameplay and thought the graphics were good. Thanks

Developer

Thanks for trying the game. We would like to improve the game further so if you don't mind me asking, which parts did you find confusing?

Submitted

I first took the scarecrow/pumpkin and it seemed very slow and I didn't know if I was supposed to be fighting or running (but I guess it's both :D) - and something kept flashing on the screen but didn't stay around long enough for me to read. On my second playthrough I took the ghost and that seemed more slick and because I wasn't spamming the left click the level up screen stuck around so I could see it - apparently the same button for attack also selects a level up - but if it does that while I'm fighting I don't get to choose as the attack button just chooses whatever is over it - so I would suggest disabling the attack whilst in the level up menu and having a button to say Ok when you've chosen the level up. On my third playthrough I selected the witch/bear thing and I'd worked it all out by then. hope this helps?

Developer

The balancing between characters is certainly non-existent right now, haha. The issue with the level-up while attacking seems to be a common issue, so we will be addressing that. Thank you for your response!

Submitted

The graphics and gameplay are so smooth for some reason! No lag at all unlike some other entries. The particles are great too. Upgrading really get you in a satisfying min max mode fantastic work! 

Developer

Thank you! We tried to use refCounted and Resource objects wherever possible instead of Nodes and individually saved scenes to improve performance.

Submitted

Hey! Cool submission! 
Really liked the graphics on this! Good work :)

Unique suggestion here would be that, although the music is super beautiful, I think I'd appreciate something more upbeat and some SFXs too!
Other than that, congrats! 

Developer

Thank you for the comment. I agree, the music and SFX could be better.

Submitted

Good vampires-like! I once tried to make one and I remember it wasn't that easy so I know how much effort t took you. You made the different weapons, the upgrades, this is a solid base to hire an artist and make a full game. You got the basics done already, just need to add more characters, weapons, enemies and levels. Good job!

Developer

Thank you! We will definitely continue updating this game, starting with fixing the known issues and adding a meta skill tree. Do you think the manual attacks are a good change from the usual auto-attacks in most Survivor-likes?

Submitted (1 edit)

I haven't really thought about it. Now that you bring it up, generally, survivors-like don't go for precision or skill (like aiming, shooting, timing, etc...) they're more relaxed games that can basically be beaten with WASD only. What I've seen in Costume Crash is that the attacks are mainly directional. For those kind of attacks I'm sure you know, survivors-like mostly aim automatically at the first enemy that comes in range and auto-attack. So... I don't know what to tell you, I didn't see any huge benefit of having them being manual really. You just have to ask yourself why. Is there a reason it would make the game better if they're manual? Are you expecting aim and fire skills and accuracy from the player or you want them to have a casual session after school/work? It's a design choice that unfortunately I can't help you with, it all depends on what you want from the game to be. But it's a big one, it can make or break the game.

If I had to decide, seeing that Costume Crash goes for for a friendly casual halloween aesthetic, I'd make them auto. But that's just my opinion really, it's all up to you. Hope it helps. Good luck with that!

Developer

That was very insightful, thank you!