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Quantum Immortality's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #424 | 4.014 | 4.364 |
| Narrative | #762 | 3.596 | 3.909 |
| Artwork | #2096 | 3.679 | 4.000 |
| Audio | #2570 | 3.178 | 3.455 |
| Creativity | #3737 | 3.429 | 3.727 |
Ranked from 11 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?
I figured a speed running Binding of Isaac clone with a constant COUNT DOWN would cut it.
(Optional) Please credit all assets you've used
WeLoveIndies, BFXR, all art was drawn by me.
(Optional) What would you like to be called if GMTK features your game?
Nate
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Comments
Love the art and I really liked the dialogue interactions that played throughout the game. Took me a bit to beat the final boss but it was fun. Also I don't know if there's like weight or recoil, but movement with the shotgun felt a little off sometimes. Really good stuff here nonetheless
Heavy shotgun recoil lol
Really neat little shoot-em-up :)
Thank you :D
Absolutely peak, the art style was amazing. I'm not typically a big roguelike fan but honestly the game is just super fun and feels great, love the variation with the weapons and upgrades and being able to choose your own upgrades to buy is really nice. Also making it all in python is pretty impressive.
Thank you! Glad I could convert you to the cult haha.
And yeah python was regrettable, but it was an educational challenge hah
nice game, It is so sad people are missing out on this game just because they have to download and unzip the game.
love the recoil and enemy variety. the first floor boss was pretty (probably intentional?)
I also clicked on this one because i thought it was hatsune miku :)
Yeahhh, I tried making an HTML5 version but working on this in Python made it so laggy it was almost unplayable, figured it would hurt my score more than help lol
Thank you so much!
ONLY SIX RATINGS? THIS GAME WAS SO FIRE
I am absolutely BAFFLED that you had the time to make FIVE BOSSES, SO MANY ITEMS, AND ALL THESE GUNS in only FOUR DAYS.
I will say I still haven't beaten the final boss, BUT ILL GET THERE
Thank you! And yeah spent lots of time getting all the bosses made (and working) lol
I thought the cover was Hatsune Miku 🥹
unsubtle inspiration lol
I see others are saying that the dialogue is hard to read, but I'd say it's one of the most fun things about this game! I agree that not everyone will be able to read it, but after some time, when you get good at the game and can divert more of your attention from, you know, not dying, it's a really nice refresher to look at and read while you're fighting the same boss for the 5th time. Moreover, Em1-LY's comment about undercharging after dying due to time running out really helped me understand the mechanic of undercharge and overcharge. I couldn't really get it at first. I'd only say maybe keep all text on one side? Although I do think that different characters talking on different sides adds a nice stylistic touch.
Overall feels nice to play and I wouldn't say it's just a Binding of Isaac clone! The timer and undercharge/overcharge mechanics alone are pretty unique. For example, I used to run all rooms overcharged, but for the bosses I used one charge less to get more time (well, not in the later attempts). These mechanics definitely have potential! Maybe you could make them even more impactful by giving the player extra health if they undercharge, although that requires balancing because slow movement from undercharge definitely takes some fun away from the gameplay.
And for the art, it can be improved, yeah, but to me the animations (like dashing, talking and transitioning between levels) were more important than the sprites. I liked them. Good luck with 2.0!
Absolutely the best comment I've gotten so far, thank you so much!
Pretty much agree with everything you've said, you figured out how I beat her as well and probably the only way to beat her still haha.
In terms of different sides of dialogue, yeah about halfway through I realised "it'd probably be good if I added a border and placed all the UI in there" but my code was too spaghetti to do anything about it at that point sadly, thinking for version 2 I'll have it that all EM1-LY dialogue will be on the right and literally everyone else on the left in nice dedicated boxes, with of course a dialogue history viewer for catching comments you miss.
And thank you! I call it a binding of isaac clone because that was the main inspiration (along with Hades lol), glad to hear it has surpassed being mere imitation!
Tweaking and balancing is absolutely the name of the game for for 2.0, the code re-factor (and getting the game off of python and into an actual game engine by god) should make it a hell of a lot easier to tweak these things.
The art is going to get a majorrr overhaul in 2.0 as well. I'm planning out a puppet system and a more traditional view as opposed to the directly overhead thing I've got going on now.
Once again, thank you so much! Really glad to hear someone beat the game :D
Just fun! It's a bit hard to follow the story when there's a constant timer going on, though. The visuals aren't the most polished but you make up for it in gameplay, it's really tight!
Thank you! And yeah the idea of constant comms stuff seemed like a fun idea until I realised no one could read it haha. Version 2.0 is going to have a completely different art style.
Loved the character design in this one, very strong concepts, you can "feel" the character story at a glance. and all of them are charming and cool.
Very, very fun to play (had to stop after fumbling the last boss at my third attempt to have time to judge other entries in this jam... and just before closing I realized I did not use a single shop...) I will definitely come back to finish this one
Thank you thank you, I had a delusional vision come to me after waking up at 3am to see the theme.
great game. it plays well and I am impressed by the amount of upgrades, heck I am impressed by the size overall given the time limit. I would say the tutorial needs a bit of a touch up but the game has so much personality that it makes up for it.
Yeah tutorial was something of a "oh no I only have a few hours left I should really explain in game the controls." thing. Version 2 is gonna have a prologue mission/tutorial when I refactor this haha
I absolutely love the SMASH TV style games, I wish more would make them. This is an absolute banger of a gamejam game, highly recommend!
Thank you so much!