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Chasing Eternity's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #3756 | 3.257 | 3.257 |
| Enjoyment | #3995 | 3.057 | 3.057 |
| Audio | #4294 | 2.829 | 2.829 |
| Narrative | #4333 | 2.486 | 2.486 |
| Creativity | #4598 | 3.257 | 3.257 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Counter the life Count Down, chasing the eternity
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Comments
Cool concept, running and fighting was fun! Here's a playtest video
Thank you for the play testing and recording! And appreciate your feedback!
This is my first time ever trying out this genre, its kinda like an endless runner x battle heaven . It's really awesome and its nice to see a cultivation-themed entry in the jam. I found the font though a little bit too small and hard to read even in fullscreen, so it was pretty hard to keep track of things. good game!
I like the mechanics of the game. There isn’t too much to focus on so you can play the game with your mind at a bit of ease. Yet, there are still choices to make when it comes to who to target!
Good game.
It was my first time playing a game in this genre, and I really liked it! I love that there are different paths depending on what you need, along with a wide range of choices. I also like that the game doesn’t stop and wait for your input. It’s like, “You’re already on this journey, and these are your options, adapt or perish!” :D Great game! :)
Thank you for playing! We intended to make this a non-interruptive roguelike "choose 1 from X" experience and glad you enjoyed it!
Solid game you got here , well done ;
Thanks for your kind words!
Interesting design decision to automate the targeting - thus focusing the player on positioning and movement.
It would be nice to include some description of the enemies - trial and error can be fun but losing progress because of an unknown enemy can be frustrating. At first I didn't see that the dogs/hounds are different from the normal enemies - maybe there's a way to make it more clear? Not sure how to block their attack - is there defense or only auto attack? UPDATE Oh, yes - I see in one of the images that shields are items which if equipped can be used with "Space".
The cultivation fantasy is fascinating! There was a jam where the theme was "harvest" so I had done some research - it is only in modern times that the word acquired the meaning of harvesting souls as resource. Previously it meant saving souls. Well, that's for the Christian religion at least - I'm not aware how long ago this has been a legend in Asia. I'm assuming - earlier...
Thank you for this entry.
Yes the attack automation is indeed intentional so that more focus will be tactical choices like weapon swapping, upgrade selection and movement positioning like you mentioned.
I agree due to our ambition to design the behavior of those lengdary weapons we didn't have enough time to rethink some of the readability and clarity concerns. Indeed we could add an enemy section in the current Gallery. To dodge them, yeah, there is actually one and only one active skill by tapping space bar. In first realm it performs a roll dodge; later realms upgrade to fly with other power up buffs.
In Oriental mythological tales both modern and classical, "harvesting soul" is normally what villains or evils use lol, at least that's how people tell right or wrong. Our game actually had a plot setup which was untold - the main character is cursed by the nine "God" and that is why he starts losing life form, the HP in game, he is trying to defeat the monsters along the path to pursue the eternity and fight against the destiny. And that story is to be continued! :)
Thank you again for playing and the feedback!
Had a lot of fun here so many realm to explore!!!
Glad you had fun!Thank you for playing!
A fun runner! The control is very intuitive and feels good the play. The Chinese WU-XIA style character design is really cool. I enjoyed the game very much! Great entry!
Thank you! Glad you enjoyed it and found the control intuitive. It is indeed a wu-xia and xian-xia style!
Had a lot of fun, made it to level 7 of Nascent Soul! I wish each realm looked or behaved differently, though; as-is the only thing signalling a new realm is the name in the top left. Most of the weapons seemed usable though there didn't seem to be much strategy beyond "keep stacking upgrades on whichever one you feel like". I didn't get any use out of the roll and didn't see much benefit in switching weapons, except that some were slightly better at handling crowds vs single targets, or had more range vs more damage. Still, I played longer than I strictly needed to to review it!
Thank you for playing it and glad you have enjoyed! To reach level 7 of Nascent Soul isn't easy, and you nearly made it to the end.
Agree with the feedback. We didn't get much time to make the stage visual look different after the player reaches different breakthroughs, though the BGM is actually unique to different level. For the weapon, it's true the current design can be a bit flat. We are rethinking to add more depth to it. Thanks again for playing!
I really like the premise but it feels way too hard. Or maybe just a skill issue. I played 17 times and barely managed to get to the third tier(?) of cultivation(?) (as in approaching the third trial.) The only viable weapon seems to be the qiankun ring (or maybe the orbiting blades with enough aoe) since a lot of the other weapons seem like they would be better at dealing damage from far away or they deal damage to just one enemy and since you can't target enemies apart from standing right next to them, they're not very good. Add to that the enemies that instantly deal damage if you step in range, which then require you to stand right next to them and probably get hit because you can't target from further away and if you try to it'll just target someone else, and it makes anything that's not an aoe directly around you not very viable. Also getting hit by the horses(?) while having the bell shield up because their aoe is bigger than yours feels wrong.. is it not a shield? I'm being pretty harsh with this because it genuinely is a great idea and really fun apart from how hard it is (and most of the difficulty doesn't feel like it's because I'm making mistakes and rather just there's not enough time given back) and I would love to play this more in the future with some balancing updates.
Really really appreciate your time palying for 17 times wow! I don't know what else I could say!
I think you made a fair point on the overall balance adjustment. And yes the explosion mob can penetrate the bell shield should be a bug. We are inspired and tried to be creative to bring many lengendary weapons from oriental and western myths and spending a lot of time in thinking about how they should express (attack pattern, behavior, etc.). But we eventually run short in time despite there was actually multiple round of balance tunes; it was even harder earlier lol.
We tried to beat the game, reaching the last level, ourselves before uploading the it, and found that at least the Great Strength Palm and the Qiankun Ring could beat the game. I know it doesn't mean first time players can feel the same because probably we are too familiar about the game design lol. We will certainly need to rework on the balance tuning and rethink of the game progression. Right now it is a bit flat but our goal is to make it a replayable roguelike game, where players may progressively unlock more contents and become stronger!
Genuinely thank you again for play testing and the feedback! Cheers!
Quite a relaxing game!
It's well made but can get repetitive after a while
Thanks for playing and the feedback! Yeah due to the time limit the content could be less "explorative". But the idea is to make it a roguelike game that the player will progressively unlock more content, weapon, items, stages and etc, from multiple runs; similar to Vampire Survivor type of games.
This was done in 4 days?! Just wow
Yup. Thanks for playing!
I haven't played a game in this genre before, but it's very satisfying and stylistically cohesive. It's definitely a game you easily could spend too much time on.
Thank you! Our goal is to make this game addictive and play in your own build style!
Nice work, I like the theming!
Thanks!
Wow! Other than the audio being a little bit repetitive, everything about this game is great!
Thanks for playing!
This was very entertaining. The kills were satisfying and really liked the dodge roll mechanic.
I didn't get that part where some branched icons came on screen, maybe they were upgrades or new skills but I wasn't able to acquire them. But had a lot of fun just dodging and taking down enemies and alternate paths was a cool idea.
You can also add some slowdown time feature on critical or heavy hits. It'll add more juice to the attacks.
Overall...it's a great game.
Thanks for playing the game! The branches are fragments for player Stats upgrade, i.e. attack speed, range and etc. Another type of "choose 1 from 2" reward drop is weapon reward. You can keep choosing the same weapon and become more powerful. And thanks for the suggestion on critical hits! There is indeed one weapon, the green Fantian Seal, can deliver "rooted" effect which will slow the enemy for half a second.
Again thanks for your time playing it!
Ah ok. I didn't get how to select the stat upgrade...gotta play more. I think it selected automatically for me.
And by slowdown time I meant like a freeze frame / hitstop type effect.
Yeah, you basically just step into one of the two rewards and "sync" for about 1 sec and it will auto pick up. The gameplay progression and power up feel will give you a lot positive feedback! And there are four player levels to explore with different unique abilities!
"And by slowdown time I meant like a freeze frame / hitstop type effect." - Ah I see. That's cool idea. Definitely something we'd want to consider with next iteration.
i can see myself wasting a lot of hours in a game like this!, good work!
Thanks for playing!
There is some very nice weapons in this game, my favourite is probably the green stamp one.
When I was playing there was a good bit of lag stuttering, so I'd recommend trying to fix that
I enjoyed playing your game (also the cover art is amazing)
thanks for playing! We spent some time in performance optimizations but seems like that's not enough lol! Will try update the game after the jam ends.
Cultivation for life!
Lol indeed it is!
This looks like a really cool parkour game with auto-combat, and I can definitely see some Vampire Survivors influence. The weapons seem pretty interesting too. I’d love to see more enemy types and more of the weapons in action. This has a lot of potential.