This is fantastic! The gothic pixel art and title scene are gorgeous, and the idea that your attack stays the same while what happens when an enemy dies gets stronger is a perfect fit for chain reaction. The escalating banners from CASCADE to ANNIHILATION and the score exploding as the chains grow felt great, and the mutation choices add real build variety. One suggestion: the early game felt very automatic and the effects get so dense that it is hard to see the player and threats, and the mutation card text is long, so a shorter summary and a visible list of owned mutations would help. Amazing work!
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Death Cascade's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation - how game looks and sounds like | #7 | 3.952 | 3.952 |
| Overall - main category | #22 | 3.333 | 3.333 |
| Game Design - how good idea and mechanics design is | #43 | 2.857 | 2.857 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Wavedash Challenge - provide link to your game on Wavedash for the challenge:
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Comments
That is one heck of a lot of content; I feel like I missed a bunch of abilites... it didn't feel like I had all that much to fear. Maybe it's just not my genre. Still, good gaming experience, can't argue wth the sheer number of explosions!
Nice survivor-like! Made it all the way to and through the boss! Satisfying combo’s! Did feel like the arena was a bit too small, would have liked to see a scrolling playing field. Did not deter me from enjoying it though :)
Awesome Vampire Survivors-like roguelike. It reminded me of the progression in Brotato.
Great graphics and polish. Well done! ❤️
it's pretty fun, I definitely played it longer than some of the others I tried out, I'm not sure what you should do about the start - I saw your point below, but I agree it's too easy, and then at least the green guy (maybe the others are better). 1. during evolutions it's unclear what the different colored panels mean. 2. you should be able to see what evolutions you have somewhere 3. the evolutions are maybe too vague - slowing field is clear enough, healing is clear, but don't know what a lot of the others actually do.
Actually this is an example of flawed games design. Really awesome are and assets, but if all your character has to do is stay at one place without movine and pick a card when the menu pops up with no remote danger what so ever. Thats just not a game man. That's just a tapping simulator where you even took away the challenge of rapidly tapping. 6/10. Would play again while rating. Make the gameplay a bit more challenging okay?
The idea was to let the player get some idea of the fantasy from the very start of the game and for it to get harder past midpoint of run. It's very tricky to design games for jams, if you make them difficult enough that most people bail without seeing the real point/fantasy of a game, especially in a jam setting where they will often play for a few minutes then move on to the next to rate. I definitely feel that there's a level of too easiness at the beginning but I'd prefer that as a sacrifice to see players get to crazy builds to see it fit the theme of the jam rather than them starting off pathetic and weak and thinking there's nothing special differentiating the game from other arena/bullet heaven roguelites. Also if you mouse over enemies or tap on them on mobile you can manual target FYI.
Thank you for the feedback and for continuing to play some more! Appreciate it.







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