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A jam submission

VisceralView game page

You don't get to die tonight. Survival horror roguelite set in a hell that looks like a farm.
Submitted by Eeriecast — 6 days, 23 hours before the deadline
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Visceral's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#14.7504.750
Art / Graphics#14.8754.875
Sound/Music#14.6254.625
Controls / UI#54.2504.250

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

AI Assisted

Genre

Horror

Any Horror

Strategy

Turn-based | Card Games | RTS | 4X

Other

Rating

For 13+

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Comments

theres a bug on mobile, i can't seem to press or tap to attack :( i hope theres a fix for this soon cause i really really enjoy this game!

Developer(+1)

It's not a bug you're supposed to hold one finger to aim and while that fingers down you tap with another finger to shoot!

Thanks so much! Keep up the good work. I am excitingly awaiting the next chapter!!

Jam HostSubmitted(+1)

lustings review of your game

Developer(+1)

Thank you very much!

(+1)

Absolutely amazing, only gripe is with the ui on mobile. Many buttons are one tap leading to you accidentally getting rid of weapons or going to areas you dont want to go. 

Developer

Actually fixed that! Just haven't uploaded the new version here yet. But you're right! That was very annoying.

Submitted(+1)

It's honestly difficult to find anything to criticize. It would be nice if I could carry as many weapons as I want, and swap between them when they run out of stamina? But then I came back for another run, and I realized that guns aren't power in this game. Healing is power. Healing, and a rusty crowbar you keep dumping resources into.

So the plan is for two zones the size of the Fields, huh? Four zones, more story, maybe an Endless Mode, and I could see this being moderately successful on Steam.

Developer

Glad you liked it!


I was thinking 3 chapters total (or zones as you called them).


Multiple endings.


And some sort of challenge mode (people are asking for higher difficulty) and a custom run (start with a custom build, higher difficulty and no achievements).

Submitted

I’m so glad I came across your game because it completely changed how I thought about presenting my own itch page. I had no idea animated page backgrounds were possible, and you used one brilliantly. The whole presentation is incredibly atmospheric.

The screenshots make the flashlight feel like more than decoration. The narrow beam, supply caches, and three-action HUD all reinforce the idea that light and information are valuable resources. A short annotated GIF showing the player studying an enemy and then exploiting its weak point could explain that distinctive combat loop even faster than the feature list.

The game itself somehow delivers even more than the page. The CRT and VHS filters are used with real purpose, complementing the sprite art instead of obscuring it, and the animations look fantastic. The overall experience feels like Dead by Daylight crossed with Fallout, while still having its own identity.

Honestly, my main recommendation is to keep pushing deeper in this direction. You have something genuinely cool here, and I would absolutely come back to play it again.

Give BEAT BAES two minutes and build something beautifully busted for a fast, physics-driven mech brawl. If it hits or misses, the feedback form goes straight into shaping the next build.

Enter the illegal BAE circuit · Leave your impact report

Submitted

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Submitted(+1)

Really enjoyed this one! The flashlight mechanic works really well with the horror atmosphere, and I liked having to think about where to aim and when to study enemies instead of just attacking every turn.

The bestiary is a great touch too. I'd definitely like to see even more enemy variety and relics in future updates.

Really solid game overall!

Developer

Thanks so much! I'm super happy you enjoyed the game. Working on chapter 2 as we speak. You'll love the next chapter boss 😁

Submitted(+1)

Hi, this game is really great!

Developer

Thanks so much! That's music to my ears :)

(+1)

hihi! Love the game! The only thing I can think of for feedback is adding an adjustable windowed mode so the game isn't locked to fullscreen mode. Tanks!

Developer

Actually that's in the game now - You may have downloaded the exe before the recent patch today.

Developer

And if it isn't, then maybe my upload didn't go through!

Jam Host(+1)

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This is so well made and a lot of fun too! It has some great creep factors (I hate spiders) and is just fun to play through. Thinking of how to proceed through each fight was a lot of fun! In terms of its gameplay, there's honestly very little I can give feedback on. The design on this is already really good. I could make some suggestions for tweaks (and I'm going to share a couple), but they're honestly not needed. That said, there are three things I should cover before I throw those few suggestions.

There IS one thing I would recommend, though: an arachnophobia mode. As someone who has issues with spiders, this game was mentally challenging to get through, particularly once the spiders were on the ground. An arachnophobia mode, where any spiders in the game are replaced with enemies that wouldn't trigger the phobia, would be a godsend.

I also noticed some writing errors once I got through the run. In the dialogue between the two characters, there are multiple instances of contracted words having the latter part of them split onto a different line (don't and you've) when they should be kept to the same line. I assume your code just puts out the text and is supposed to auto format it, but it breaks a little on these words. Best to get that corrected. Also, there was a line that was just awkward ("I dove you") and another that ended with the wrong punctuation ("You don't know me?").

Lastly, in my first run I got the omen that does 5 damage when the light goes over an enemy. However, I had a fight where I used an item that made moving the light cost no AP and I was somehow able to trigger multiple light damage in a single turn by using it. I don't know if this was a bug or intended, but I worry this combo could be too powerful if it IS intended.

This brings me to my suggestions. There's really only one. I think that first study of a fight was free  so long as it was done in the first turn. I imagine down the road there will be multiple different monsters in a single encounter, so this is just me thinking for that scenario as I would also presume that you can only study one at a time.

Otherwise, amazing game!

Developer

Thanks so much for trying Visceral, and also for the great feedback!

Yes there's several typos. That's actually something I wasn't meant to fix in today's patch but it completely slipped my mind.

I'd be happy to look into an arachnophobia mode. It would be fun to have a setting that turned them into little orbs with a single eye instead or something of the sort.

If I'm understanding correctly, the behavior of the light-damage omen sounds like an oversight on my end. I might have to limit its damage procs.

Thanks again! I'm trying to make this game the best it can be. I just want people to have fun, and don't actually have plans to make money off of this game right now.

Jam Host(+1)

I'm really behind on this but here is the VOD. https://www.youtube.com/watch?v=pSyAqZgt7ow

(1 edit) (+2)
  • Youtube Link / Twitch Link
  • Graphics : Nice combination of pixel graphics and something reminiscent of the Sega Genesis [E.G. The Flashlight].
  • Performance :  Flawless
  • Music / Sfx :
    • Music : Fine? Honestly didn't really notice it much, take that as you will.
    • SFX : Ambience / SFX were generally fine/good.
  • GUI : Quite Nice, all the information you need is generally where you need it and is easily accessible if not (hover tool-tips or the legend/bestiary.)
    • There's no window / fullscreen window / fullscreen option.
    • Finding the 'exit game' button is a bit tricky , and some screens/segments you can't his "ESC" to quit.
  • Gameplay :  
    • I like the slight differentiation from other turn-based / roguelikes with the flashlight here, it accentuates the horror aesthetic. 
    • I like the fact the enemies move around rather than just standing still.
    • I like the Fallout VATs-ian aiming at different spots, some of which can reduce or increase damage or accuracy.
      • However I feel like there should be more in regards to this, the only enemy that I encountered with a weakspot proper was the spider (Tip-tap?)
    • I'm a sucker for bestiaries and from what little I saw of it, it's a pretty decently done one. I also find it kinda funny that the 'defend' function is doubled down as a way of filling out the bestiary.
  • Misc Issues :  
    • The installer was a bit sketchy , usually these are standalone executables or 'portable' zips.
    • The game has issues being captured, unsure why.
  • Notes : 
    • I find it kinda funny that there's palette swaps (at least one) 
    • Wasn't keen on the fact you only get 1 thing from the merchant, albeit I kinda screwed that up too.
    • I like that it's almost a Look Outside Roguelike.
    • I like the monster designs.
    • I'm unsure if there's AOE's in the game, the gun seemed to have a bit of a spread to it , I was unable to ascertain if it was only a % chance to hit per shot, or if it was also dependent on how/where/when you were aiming.
    • I have no idea if there's any benefits for filling the bestiary out (e.g. +1 /2 damage, +5% accuracy , etc when fully 'researched'). 
    • I'd really like to see more relics, a good variety of relics can make things very interesting.
    • I like that there's a story here and it's not just 'roguelike' with map , and the fact it's got little story nodes that might just be story, or might give you things or have things happen (bad or good).
    • The dice roll being able to punish you might make it desirable to skip at points (e.g. I lost an omen I had just obtained) [Maybe a sacrificial relic / item to take the place of another sold by the merchant?]
  • Final Thoughts : While I only gave the game one run , I did enjoy my time with it. I had given the game a try whereas I might've otherwise not have as I thought the game had cited 'human made' when I DL'ed it initially, where as it is now under 'AI assisted' , I'm going to give the benefit of the doubt that most of it was human made [or hope]. 
Developer

Hey just watched your gameplay! I really appreciate you trying my game and glad that you enjoyed it.


There are a couple of things I can answer.


  • Studying reveals weakpoints, and it reveals important data permanently in the notebook. Per run, studying must be regathered per enemy (unlocks dodging for that enemy type, increases damage and accuracy, shows weak point mid-battle)
  • Every enemy has a weak point.
  • Study is passive in effect. Study a creature type fully (3 times) in a run, don't have to do it again, and you've unlocked 30% dodge against its type for the run.
  • There are several AOEs and crazy weapons to unlock (missile launchers, grenades, laser guns, magic sword, molotov cocktails, etc)
  • I do apologize that you encountered the same two enemies over and over and I believe I've fixed that in the next update.
  • The shop gives a warning about making only one choice, and as you can get multiple shops per run, I believe it's fair, but if it isn't I'm super open to changing that.
  • All criticism here is completely noted and I'm excited to make some updates!


You're awesome and thanks again! I really just want people to play my game. It's one of the most exciting feelings in the world.

Developer(+1)

Oh you definitely found a bug. The notebook didn't keep the studies you got for the tip taps. Damn

(+2)

I thought something was a bit weird about that but I was so tired I just kinda forgor.

Jam HostSubmitted(+1)

The AI tags issue has been fixed, please update your game submission to reflect your AI usage. 

Developer

Thanks so much!