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Goblin Death Cult Countdown's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #4507 | 2.944 | 2.944 |
| Narrative | #5436 | 2.278 | 2.278 |
| Creativity | #6017 | 2.944 | 2.944 |
| Audio | #6571 | 2.333 | 2.333 |
| Artwork | #6745 | 2.556 | 2.556 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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SmoresCat Studios
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Comments
This is a really cool idea, I like the decision making of the relics and the ways they effected the gameplay.
I took a while to realise that the time was my health and currency, my attention is never brought to the time when I get hit, or exit the shop since I'm focused on playing the game. Maybe some animation for losing time (timer shakes, goes red for a sec, makes a sound?) or even something as simple as putting "Cost: " before the health cost in the shop would have helped.
I did initially have a problem where I couldn't see the clickable button in the shop, and found that the case if I went fullscreen. I think there are some balancing issues, notably that nothing is an option. It could be interesting to force the player to take just one every other round. Mainly trying to avoid the player getting everything they want within the first few rounds (by limiting to 1) and stopping the player from not interacting with the system at all (by removing the option for nothing).
The actual gameplay did feel a slight bit bland, I'd love to see curses that are a bit more prominent, say forces the player to dash every x seconds, makes the projectiles do a boomerang motion stuff like that?
This is a really great jam game and I think it could be a very nice little game with some more polish.
I really like the idea and enjoyed it very much.
I feel like the fire rate was a little low, which left me kind of just waiting every now and then.
Also between the 1-2 enemies in level 1, to the huge amount of enemies in level two, is quite a big jump.
But with some balancing, I think you'll have a great game there! Keep it up!
You must've gotten a bad roll! We added in the enemy scaling SUPER late so it isn't very balanced... but it adds 1 to the min and max amount of random enemies each stage... So I think it's 1-3 for level 1, and then 2-4 for the next, and so on? It does NOT scale well tho.
Maybe i remember it wrong then, not sure. In my first run i had 2 enemies and in what i think was the second round, about 10+ enemies (maybe third round?)
And in my second run I had 1 enemy in the first round and 5+ in the second.
But I’ll check it out tonight. I hate giving false information xD
Fun game and I liked the fun names on the upgrades.
Had a little trouble with the hit boxes on the enemies but overall a fun game!
Our narrative designer did SO good with the names... I love them so much.
Definitely a fun game to play, I enjoyed it.
Love the basic premise of time being everything and the upgrades costing time, makes decision making a lot more interesting. And the upgrades that are there are also fairly interesting and do have somewhat synergy.
So based off of that the gameplay does definitely feel nice. There are a couple of issues, mainly being that at times player and bullets could both travel at the same pace with each other - which isn't too much of a complaint to be honest.
The enemy hitboxes are a bit weird, it feels like I should hit, but I don't.
I also would have preferred a Cursor and Mouse button to shoot but this isn't too bad once I got the hang of it.
The shop is still a bit weird for me, I have to minimize full screen to see it better, which could just be a local issue but I am not sure.
The art style is nice enough but could be improved upon same with the sound design
Apart from that, I did enjoy the game. Great work!
I appreciate the feedback! I'll be honest... I think I forgot to double check the collisions? They might be really tiny LOL
Game design: The time being both the health and currency created very interesting gameplay and choices, though I feel like the 10 minutes were too long to really feel the impact of the relic choices, if the starting time was cut in half or even less, the relics could then really become important. The individual relics did feel well thought out and varied though.
Controls: Having to switch between mouse and arrow keys for every relic choice felt unwieldy and aiming was also difficult (or was that your intention?) with the arrow keys, usually the most intuitive way to control aiming in these types of games is with the mouse.
Visuals: I would've like to see some more visual feedback when hitting the enemies and triggering abilities and the environment (room) felt quite empty, the default Unity font in the UI also felt a bit out of place. On the flipside, the sprite art style looks great!
Sound: The volume of the game (at least for me) was too quiet. The sound effects were fitting and stylized well, but I would've like to see more of the game have sounds (especially the enemies, spawning and death feel very detached from the game with no sound). A generic UI clicking sound (like the one in the main menu) for the relic selection would've also been a great addition.
I don't want to be overly critical, I really liked the whole idea, these are just my unfiltered thoughts after playing the game. Good job on making a fun game for this jam :)
This is incredibly detailed feedback! Thank you!
There was a great deal we did end up having to leave on the cutting room floor... UI interaction with keyboard being one of those.
We did test at 5 minutes but it basically boiled down to not shopping at all... I think there needs to be some balancing around the shop (maybe it's not after every fight?) since if you go all in on buying for a build you barely can win... but being frugal turns the game into an easy mode...
Super fun, and cool concept! I don't think the relic selection screen works on Mac, though (for some reason game engines are weird about Mac cursors), but the core loop was engaging enough that I kept playing despite that, lol
OOF I'm sorry to hear that...
Pretty fun, I liked the random item system and the dash mechanic a lot.
Game escalates pretty quickly. Might be cool to add some columns or pillars for map variation?
Overall a neat idea and I enjoyed it! Good work!
Ye that was the first thing to get cut. Until like... 10 hours before deadline we didn't even HAVE a room LOL
I can't quite say I felt threatened by the cultist, the game is a bit easy currently, especially when you can just not buy anything and rely on skill almost alone, but I had fun combo-ing some upgrades and killing goblin cultists!
Got it. Making the game annoyingly hard in the next patch for you <3
Nice work! Dodging and weaving between bullets was a lot of fun! The visuals were nice and the relics kept things interesting. Awesome job!
Thanks! The relics are our babies.
Managed to win my first run with about 2 minutes left on the clock, which was pretty fun! I'm really impressed by the variety of interactions between relics; really surprising potential synergies for a game jam game. Though I wish the effects of most relics were communicated visually in some way since I was never sure if I was actually doing more damage or if time stopped, etc.
Yeah unfortunately the visual display JUST missed the window... and we maybe made it a bit TOO easy haha. But I'm glad you enjoy the synergies! That's where... most of my time went!