A ~~vampire survivors clone~~ small and simple action game where you kill baddies (humans probably, but who knows) to eat their brains while upgrading your weapons, so that you can do the former even more efficiently!
Controls
WASD - move
Mouse - determines direction of auto-attacks
Dev notes
Normally I focus on gameplay and game design, but this time I just wanted to play with everything else, that I have no experience with. I most definitely had a fun time doing it, even though it's a bit of a mess. :D
I hope you guys will enjoy it at least a little bit! <3
For other games and stuffsies from me, check out my website pulni.com. :)
Fun game! I made it to level 14 with 739 brains. I enjoyed the layering of the music, and the SFX generally, the a cappella worked out well. Something like this could work well on mobile, with the simple control scheme.
Great take on Vampire Survivors. I was taken off guard by the EXTRA huge brain! This is a lot of scope for a jam, well done. One feature request, I wish there was a visual effect when my character was taking damage.
@paulstraw@frib I'm glad you liked my attempt at funny sounds and music! I enjoyed it a lot and wished I had more than just 2-3 hours for it. :smile: I actually just started learning to play the piano few days ago, so hopefully next time I'll have a better understanding of music and be able to do more!
@candlesan Thanks, effect on damage would definitely be nice! As for the huge brain's "backstory" - I wanted to include that boss music I made... so I needed a boss! :sweat_smile: So, scale up, change color - the usuals. But I also gave it an ability - it spawns 3 elites every 30 seconds! It's *almost* like a proper boss! :grin:
Worked pretty well, I think it could use a bit more tempo or some other sort of dynamic element, maybe more enemy types? Other than that a pretty solid entry! I liked the acapella and layered aspects to the music a lot, well done!
Fairly simple, but kept me engaged! Very fun use of music and sounds effects! Updates are great and make a lot of sense. I wish there was some hit indicator, not just for me, but for the enemies as well. At first, I thought my attacks weren't doing anything :)
nice job! can definitely see the VS influence :3 one thing that i think could improve the experience would be adding a bit of visual feedback when enemies get hit. for a while i wasnt sure if my bullets were hitting them or just disappearing before they reached the enemy :O
I loved the audio design for the game. The additional tune when a boss came was really nice too! The weapon variation was nice and the upgrades made sense. The fading out of the sounds when turning off music/sounds was a nice touch too!
I have very little to suggest, but I wish there was a pause menu. I only realized this after trying to pause to come back and write this comment. Otherwise, the game kept me engaged and I had fun playing it. Nice job!
Nice game! I really like the music when the big brains come at you, and the perks you get after level up. I just wanted to play more to see what the next level brings :)
Omg - the audio. At first I the background-music were button-effects. Because it matched so well with my mouse movement. I'm really glad that you added the audio-checkboxes on the top. While it was very funny in the menu during gameplay it became annoying at some point. But up to that point it was very funny :D
The sound effects I first deactivated once I had all weapons unlocked (which was pretty late - I heavily concentrated on pistol).
I enjoyed playing very much and made it till level 14 with 744 brains.
There are two things I'd improve: - The colliders sometimes felt unpredictable to me. May i have overseen something due to the action but in rare cases I got stuck without understanding why. I think a tree could be an example. If I noticed it right the top of a tree can block me. - Would be nice if brains would show a healthbar once they took damage
Thanks guys! I really appreciate all the feedback and that you gave my game a try! :smile: :heart:
@fabian-denter I definitely wanted to make it more dynamic (both in terms of background visuals and gameplay), but couldn't get to it. :slight_frown: But hey, when I make a game of the genre for Steam, am definitely gonna do that! :thumbsup: :slight_smile:
@dzejpi@seltzerfish Yeah, hit indicator would've been great - both for the player and the enemies! Thanks!
@dzejpi@edziek The upgrade system in terms of code was quite simple and nice. I could've added a lot more options, if I didn't have to also make the visuals and sounds, which is not what I normally do, as is probably obvious :smile: I wanted to add more upgrade options for the weapons, as well as passive upgrades like health regen and whatnot... but oh well :slight_smile:
@multipixels OMG, the lack of pause menu annoyed me multiple times, but I noticed it only after the game jam, because I barely had time to play it while making it :sweat_smile:
@tomate-salat Haha, yeah, I knew the music and sounds might get a bit annoying over time and I didn't want to make people too sad about it, so having the mute option seemed important. :smile: And thanks, I completely agree with both suggestions!
Almost managed to reach level 21 before I was completely surrounded and swamped :D Simple mechanics made it easy to get started, and upgrades kept me playing. Really nice job :)
This is a solid LD game, easy to play, easy to understand and easy to get going! And the mouth sounds type sfx and music worked really well! :D
I won't echo what others have already said re hit indicators, and the colliders of trees and stuff being pretty hard to understand at times which made things a little frustrating when you had a visual escape path lined up, but then it turned out to not be possible to go that way as the collider of the tree was way bigger than you thought :)
played to level 10, seemed too easy to just kite around, auto attacking is convenient but to very engaging, i think it would have felt more rewarding if i had a few buttons to press for each attack.
good job for implementing the different attacks and upgrades, and of course the mouthed SFX
Fun to play, I made it to level 16 before getting trapped by the trees (which things block movement could be clearer). At first I didn't realise you could move - level 8 is the furthest I got without moving.
Comments20
I was taken off guard by the EXTRA huge brain!
This is a lot of scope for a jam, well done.
One feature request, I wish there was a visual effect when my character was taking damage.
Fun game! Love the sound effects lol, especially the big brains
@paulstraw @frib I'm glad you liked my attempt at funny sounds and music! I enjoyed it a lot and wished I had more than just 2-3 hours for it. :smile: I actually just started learning to play the piano few days ago, so hopefully next time I'll have a better understanding of music and be able to do more!
@candlesan Thanks, effect on damage would definitely be nice! As for the huge brain's "backstory" - I wanted to include that boss music I made... so I needed a boss! :sweat_smile: So, scale up, change color - the usuals. But I also gave it an ability - it spawns 3 elites every 30 seconds! It's *almost* like a proper boss! :grin:
one thing that i think could improve the experience would be adding a bit of visual feedback when enemies get hit. for a while i wasnt sure if my bullets were hitting them or just disappearing before they reached the enemy :O
I have very little to suggest, but I wish there was a pause menu. I only realized this after trying to pause to come back and write this comment. Otherwise, the game kept me engaged and I had fun playing it. Nice job!
The sound effects I first deactivated once I had all weapons unlocked (which was pretty late - I heavily concentrated on pistol).
I enjoyed playing very much and made it till level 14 with 744 brains.
There are two things I'd improve:
- The colliders sometimes felt unpredictable to me. May i have overseen something due to the action but in rare cases I got stuck without understanding why. I think a tree could be an example. If I noticed it right the top of a tree can block me.
- Would be nice if brains would show a healthbar once they took damage
Overall a pretty fun game :-)
@fabian-denter I definitely wanted to make it more dynamic (both in terms of background visuals and gameplay), but couldn't get to it. :slight_frown: But hey, when I make a game of the genre for Steam, am definitely gonna do that! :thumbsup: :slight_smile:
@dzejpi @seltzerfish Yeah, hit indicator would've been great - both for the player and the enemies! Thanks!
@dzejpi @edziek The upgrade system in terms of code was quite simple and nice. I could've added a lot more options, if I didn't have to also make the visuals and sounds, which is not what I normally do, as is probably obvious :smile: I wanted to add more upgrade options for the weapons, as well as passive upgrades like health regen and whatnot... but oh well :slight_smile:
@multipixels OMG, the lack of pause menu annoyed me multiple times, but I noticed it only after the game jam, because I barely had time to play it while making it :sweat_smile:
@tomate-salat Haha, yeah, I knew the music and sounds might get a bit annoying over time and I didn't want to make people too sad about it, so having the mute option seemed important. :smile: And thanks, I completely agree with both suggestions!
And the mouth sounds type sfx and music worked really well! :D
I won't echo what others have already said re hit indicators, and the colliders of trees and stuff being pretty hard to understand at times which made things a little frustrating when you had a visual escape path lined up, but then it turned out to not be possible to go that way as the collider of the tree was way bigger than you thought :)
Good work!
good job for implementing the different attacks and upgrades, and of course the mouthed SFX
Would definitly work better with bats but a really nice work nevertheless!