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Virivore's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #1 | 4.917 | 4.917 |
| Audio | #1 | 4.500 | 4.500 |
| Originality | #2 | 4.417 | 4.417 |
| Overall | #4 | 3.917 | 3.917 |
| Fun | #12 | 3.917 | 3.917 |
| Controls | #15 | 3.750 | 3.750 |
| Accessibility | #50 | 2.833 | 2.833 |
| Theme | #106 | 3.083 | 3.083 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6.2
Theme Interpretation
You throw berries and boss items into the pit, that give you extra powers and ammo
Wildcards Used
Berry So Much
Have fruit in your game
What Year Is This?
Your game seems to come from a retro console
Source
No
Discord Username(s)
finbooo, katiekatt, phrasmotica, lacho10
GWJ Participation Level
2
Team Size
4
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Comments
I like the opening cutscene. Very unsettling. The audio could use a little fade in/out since it’s a little abrupt when clicking to continue.
The berry grab distance could be a little more forgiving. It’s hard to grab them when on the move. I’d either make the interaction a shape cast so that you don’t need to look directly at it and/or make interaction buffer so that you can just hold E and it’ll pick up the next object.
The music is really good and sound feels good. The art feels great with the vertex snapping and the dithering. Gives it a dream like quality.
Found a bug where when I teleported too close to the centipede, it put me under the map and I got soft locked.
The boss fights feel good. Took me about 5 tries to kill the centipede. Figured out that dodging the lasers is easiest if I just rush center and stand within center where no lasers spawn. The floor beams were a little hard to time because the jump feels sluggish. Could probably use a Curve instead of being linear. I couldn’t really figure out how to dodge the tail whip other than dodging backwards as soon as the animation starts.
I killed the swamp creature on the first try. The pattern I got into was for the beam walk then dodge sideways, spikes walk sideways and jump, and the spit also just move backward far enough to be able to dodge.
Weapons feel good, though I ended up just using the default one to defeat them in the end since the shotgun was too short range and the rapid fire made reading the enemy movement harder.
Are there different endings? Seems like it could have some with the bit at the beginning about powering yourself up or not.
Overall awesome game. Doesn’t quite feel like it uses the theme well though. Could see it work if you make the put have brewing visual effects like bubbling and the character drinking it. But the game itself feels good and plays well.
The vibes here are off the chart, I really love the aesthetic and look of this game. The PSX dithering and vertex snap brought me back to the late 90s era of games, super cool. I think the vertex snap could be turned down a bit BUT it also helped give this unsettled/uneasy feeling that really meshed well with the mood you built here. I will need to come back to this and explore more but I really like what you all did here. Great job, team!
STELLAR presentation wow omg
The cinematography alone is CRAZY (what kind of jam game has cinematography??). The modeling, the animation (great readability on boss attacks too), the music, the fog, the atmosphere, the whispering pit, it's just all top notch WOW
I will say from a gameplay perspective I struggled a little bit. It took me a while to understand I had to kill the heart first, the boss stands out a lot more in the level. Mechanically I think a gate with a lock or something would have been a bit more obvious, but I did figure it out since I did eventually give up on shooting at the shield or trying to get him to attack me. It was also a little sad I couldn't really use the trees as cover, mostly they just got in my way and cost me my life.
The first thing I did after getting the teleport was teleport under the map making the game unplayable 😭
And then the second thing I did after getting the teleport the second time was teleport under the map making the game unplayable HOW DO I USE IT?? I can't use it on anything other than the pit and if I use it on the pit I fall under😭
Also the intro could definitely use a skip button or way to mash through the dialogue for repeat playthroughs.
I will come back and beat this once I know what I'm doing wrong with the teleport. Maybe I'm not supposed to eat it right away?
Thanks for playing! Sorry you ran into the tp bugs, we didn't get much time to bug test that ability :[
Might make a patch later after the jam is over to fix things!
I am not a fan of PSX aesthetic, but I think you executed it very well. What stood out the most for me is the music and the level design. Deeply unsettling, especially the forest which seemed unwelcoming and infinite. Cheers!
Really interesting idea, and cool aesthetic!
I really like the lovecraftian vibe of it all
i played so much of this this is so cool i love the atmosphere 10/10 and the gameplayer is really fun with just the right balance of everything great job i love it
That intro is absolute cinema! Loved the atmosphere and ps1 feeling, you guys nailed it. The boss was surprisingly intricate. Thank you for this game!
Glad I downloaded and gave it a chance. The game was really fun and the aesthetics were great! I loved the look and feel of the levels. The sound was great and had that PS1 vibe. The hit effects were too much when using the rapid fire and could likely cause epilepsy issues so I wouldn't handled hit feedback some other way. Perhaps reticle based feedback or a particle effect. The maps were also too big. I liked being able to explore around, but when I was trying to find the bosses or the pit I was having to spend a lot of time just running around aimlessly hoping I found what I was looking for. Great entry and I'm really impressed at the 3D boss animations and attack patterns! I had to lock in to the beat it.
Would've loved to see other enemies to fight in the level instead of just the bosses.
love the aesthetic, really moody. definitely stands out!