Cool idea and good art and music. The main problem with the gameplay were that the cats would spawn on top of the player causing you to lose a lot of health. Nice game though dude!
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Faded In Midnight's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #32 | 4.000 | 4.000 |
| Music | #37 | 3.737 | 3.737 |
| Is the graphics 1 bit? | #41 | 4.947 | 4.947 |
| Art | #56 | 3.895 | 3.895 |
| Overall | #64 | 3.684 | 3.684 |
| Gameplay | #125 | 2.947 | 2.947 |
| Originality | #225 | 2.579 | 2.579 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Please enter your nicknames in discord and the nicknames of your teammates.
kotzwinkle, jotsukemusic, haunthill, boxonacat, godoffruits
Comments
I like the idea, maybe adding a little tuto at the beginning would be even better ( I did not know I could dodge with right click )
Nicely done!
The only problem I had is that kittens spawn after I entered the room, so often I have much less time then needed to run away or shoot.
This game really reminds me of the binding of Isaac. It's a really fun game even tho I suck so bad :D very nicely made!
The game is fun and has a great atmosphere, the only problem I got is that the enemies take a while to spawn so they kept spawning in my face
I love the atmosphere of the game!
I have to admit that I'm bad at this type of gameplay. I could only complete one wave, but it was fun nonetheless. I also had trouble knowing where I was hitting. The mouse cursor got lost somewhere at times, but I got used to it after a few tries.
This is a really good Binding of Isaac kind-of game, a bit more enemy variety would defiantly help. I also had a problem where I kept getting stuck on the doorways corners when entering a room and would get hit, but maybe that;s just me being bad. In any case it was a fun little play-through with good art and music!
Definitely ran till that house was out of sight! Great story, liked the graphics and how the gameplay was on theme but also mixed well with the story. Surviving a whole night with vicious creatures would likely make you lose shotgun, you're ability to dodge and all at the cost of your health. Loved the music and the artwork was cool, kudos to whoever created the art for the story!
Super solid, the intro, cat, music, artwork and general vibe was all winners. Great take on the theme, super solid gameplay. Really enjoyed it!
Only thing I wanted was maybe a crosshair on screen, I found my mouse was getting lost in the black n' white.
Fabulous job!
This game is so incredibly cool! The writing is superb, love the flavor text to the debuffs. Speaking of, this might be the best way a game I played went along doing the "your character loses skills as you go on" as every skill was nice to have, but not necessary for interesting gameplay. The square nature of the room made it difficult to kite the enemies after losing speed and dodge, but there still felt like there was some wiggle room for someone dedicated enough. Also, just a really cool esthetic! This does a whole lot with simple building blocks and the end result is a really cool retro throw back-style binding of isaac like experience. Great work!
Really good game. I was sucked in immediately trying to complete the goal of 5 waves. The difficulty was both close enough that I wasn’t discouraged, but also far enough that it wasn’t a cakewalk.
A few things I think could be a quick improvement. A custom cursor would be nice. Mine is white, and with how much white is on the floors, that caused a few problems at the start.
In addition, a short-lived indicator of where the enemies spawn would be nice. As a game maker, it’s obvious that all enemies will spawn in the middle of each room, but it wasn’t for a player. To me, I thought “I don’t know where the enemies will spawn, so surely the middle is the safest. I’ll be able to react to everything but the middle if I’m there” for the first few games. Bad start.
An indicator of which rooms haven’t been cleaned yet would have also been nice. I was getting lost every round. Adding a minimap is too much for a game jam, but placing an exclamation mark next to the door of an uncleared room is one example of how to do that.
Canceling the dodge when you enter a new room would have also been nice. As a person that wanted to go fast, dodging right next to the door, and into the middle of the room, was a no bueno. Ironically, this also made the barrier (that prevents you from exiting an enemy-filled room) a more useful addition. Dodging straight into a barrier, and then walking out of the room, is a speedrun strategy. Sadly, this barrier is not there in already cleaned rooms.
Also, the “get rid of shotgun” option is always a free pick for me. The shotgun sounds cool, but it’s a devil’s temptation that becomes useless with a 25% shot speed reduction, and the pistol is almost always better anyway. At least, in my experience.
Again, though, those are just suggestions for improvement. The game already is really fun. Thank you for sharing.
Wow, we really appreciate the feedback! A custom cursor was definitely needed since you can sometimes "lose" the standard cursor in the patterns. That's a great point about dodge. Yeah, the shotgun needs a little tinkering, I found it useful when circling/spreading the mob formation, but it definitely needs a little more oomph so that the card that loses it hurts more.
I loved the feedback when shooting and hitting enemies, and the downgrades created some intense situations. I would love to see feedback when an enemy dies as well. and maybe other kinds of enemies so the loop will get less repetitive. nice work overall!
Fun and very visually appealing game! That first monster really caught me off guard. Clever making it alter like that if I tried leaving without killing it first.





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