Fun game, I enjoy idle games. The jam version is definitely slow and a lot random but I see you fixed it in a different version. I found myself playing it several times!
It does seem like the upgrades are a little too random and sometimes more rare upgrades had the same value as a lower "tier".
Play game
Mask Idle Venture's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #4 | 4.308 | 4.308 |
| Enjoyment | #6 | 3.769 | 3.769 |
| Overall | #19 | 3.462 | 3.462 |
| Concept | #44 | 3.231 | 3.231 |
| Use of the Limitation | #90 | 2.538 | 2.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1 (me only)
Software used
Phaserjs
Use of the limitation
it light & dark color
Cookies eaten
no one
Comments
Super fun, I love the roguelike elements. I think there are so many directions you could take it to add to the mechanics or incorporate interesting abilities. The artstyle feels a little disjointed, but I do love the ASCII art in the background. I feel like the game relies a little toooo much on luck. Like, you can die before you even have a chance to get your first upgrade due to how enemies spawn. But still, very fun experience.
Most fun I have had playing one of these games so far. Also really good sound effects and visuals. though the game requires quite the lot of luck early on to reach any meaningful distance.
Loved the juicy fx and sfx. It felt almost like eating a good smash burger :D
Not sure about use of limitation tho, certain assets full of diferrent colors. Overall, enjoyed my time with this game!
It would be great to have more control. It's like the game is playing itself. But it looks great! How did you manage to make such a big game in such a short time?
Thanks!
I made this game using Phaser.js (normally I use Godot).
This project was a personal challenge to try a new game engine and also to explore my curiosity about how far AI can help in game development. This game is basically the result of that experiment.
I used an AI called Cursor to write almost 100% of the code (with a bit of manual tweaking).
Since I’m originally a JavaScript web developer, working with Phaser.js and JavaScript felt quite natural and not too difficult.
As for the assets, I created a few myself, such as the game logo and the character.
The backgrounds and some other visuals are assets I had already purchased, so I could use them right away.
For music and sound effects, I reused assets from my personal library from previous game jams.
All of this saved a huge amount of time—having assets ready alone dramatically reduced the overall development time.
In short, the key factors that allowed me to make the game so quickly were:
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Using AI to handle almost all of the coding
-
Reusing existing assets
These two things gave me much more time to focus on the game’s theme and core systems.
Thank you, your comment made me smile.
yeah now i update version 1.0.3 on this: https://meteorviix.itch.io/mask-idle-venture-fix-balance
have changelog in-game for expand what update
If the game is too hard and doesn't flow well.
you can try this version: https://meteorviix.itch.io/mask-idle-venture-fix-balance
VERY EASY & VERY FLOW
Pretty cool idea. It would be cool if you could do more than just select upgrades. But it fits very well with the theme of flow :)







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