Gacha Fever
We are proud to show you our little game ! It is a vampire surviror like, but in a cute and colorful universe. You will fight waves of monsters with various weapons, from the machine gun to the magical girl wand !
GAME : https://alexkail.itch.io/gacha-fever
The theme was Limited Space. In Gacha Fever, the player will fight in a limited area, which reduces over time, and the enemies will reduce this area even more !
Our intention was to do a joyful game, with a strong anime and cute vibes.
Our intention was that the hero would have no limit in power term, but would be restricted in game placement/danger zone. We admire Brotato, and we took great inspiration from it. <3 The team absolutely wanted to make a surviving vampire as a test. And we are very happy with the result !
You will die like never before every available space to stay alive!
Nothing’s easier ! Armed with your computer keyboard and mouse, all you’d have to do is using the directional pad to move from one way to another during the stage and pick the items you like by clicking on it after each fight !
Credits :
Game designer & developper : Alexandre Caille (@falestress)
Level designer: Antoine Bienfait (@similixv)
Sound designer : Elodie Côme (@leelith)
Artist : Ilona Bresson (@isiodae)
ASSET : We used 4 FX from Epic Toon FX, all the other FX in the game are made by our little hands
Features
- 23 Items bonus
- 6 different weapons
- The map reduces over time
- Enemies can further reduce your play space
Language :
English only
GAME : https://alexkail.itch.io/gacha-fever
Discord : https://discord.gg/24sKcfSg2M (join us <3)
We are sorry we were unable to make it work on the Ludum dare site
GAME : https://alexkail.itch.io/gacha-fever
The theme was Limited Space. In Gacha Fever, the player will fight in a limited area, which reduces over time, and the enemies will reduce this area even more !
Our intention was to do a joyful game, with a strong anime and cute vibes.
Our intention was that the hero would have no limit in power term, but would be restricted in game placement/danger zone. We admire Brotato, and we took great inspiration from it. <3 The team absolutely wanted to make a surviving vampire as a test. And we are very happy with the result !
You will die like never before every available space to stay alive!
Nothing’s easier ! Armed with your computer keyboard and mouse, all you’d have to do is using the directional pad to move from one way to another during the stage and pick the items you like by clicking on it after each fight !
Credits :
Game designer & developper : Alexandre Caille (@falestress)
Level designer: Antoine Bienfait (@similixv)
Sound designer : Elodie Côme (@leelith)
Artist : Ilona Bresson (@isiodae)
ASSET : We used 4 FX from Epic Toon FX, all the other FX in the game are made by our little hands
Features
- 23 Items bonus
- 6 different weapons
- The map reduces over time
- Enemies can further reduce your play space
Language :
English only
GAME : https://alexkail.itch.io/gacha-fever
Discord : https://discord.gg/24sKcfSg2M (join us <3)
We are sorry we were unable to make it work on the Ludum dare site
Tools: Unity
Comments96
But the game was really fun to play and the art was beautiful. I also think the sounds and music matched pretty well, making it a nice cohesive package. Really well done! :D
I also love the Paper Mario-esk turning animation (I wish I knew how to do it!)
The gatcha crane to choose your rogue-like abilities, incredible idea! Gacha Fever looks SO good!
@lastuck @Mayple @Braeden @denvil Thank you !
@lapin2686 yes it was really panic, we cut 1-2 things in dev and art to make it possible, but it wasn't easy. Thank you very much for your feedback ! :D
@TheLastSlowpoke @Robert Thank you !
I'm impressed by the game being that polished in such a short amount of time !
Also, you did a great job with the space constraint, loved it !
The game loop is fast and satisfying.
The only effect I really did not care about was the motion blur. It seemed a bit excessive and jarring to my eyes.
Very solid jam entry!
Excellent work overall!
Only thing that bugged me a little was the scene changes between rounds - which is a bit ironic because I have the same issue in my entry
The game is magnificent !
The music is perfect !
Everything is consistent : music / gameplay / art !
The diversity of the items, are so funny !
Wow, having done all that is incredible ! I followed the design from afar on Twitter! Well done team !
The game is a little difficult at first!
I went to wave 10 after the fifth try.
For players reading:
I did a damage/lifesteal/life build
I played: Machin gun, ice-canon, gun
Try to approach bomb enemies as soon as possible before they are too far inside the safe zone. (To make them explode)
It's in my top 10 game of the jam so far.
I hope you take the game further!
Good luck :)
..the art is so so good
Thank you all ! :)
so happy to read this kind of message!
Anyway, a very fun and satisfying game (as long as you can level up). Well done!
Bugs- Level up bar doesn't update as you kill enemies.
You visually take damage at the start of each wave.
The kill? or level up? number counter in top right is confusing since there's a decimal place, not sure if it's a bug. I'm not sure what it actually counts. I assume it's kills but it's weird that the circle zone can disappear before you finish a level
During Level 5 & 7 I wasn't allowed to select any upgrades/perks, and was forced to click next level.
A visual note, the pools of green and pink on the ground is visually confusing - I mistook it for toxic ground a few times.
You guys did a really good job, and it's super polished. I'm sure you could iron out the bugs and whatnot with more time, so great job achieving so much in just 72 hours!
yes we mismanaged the balancing on level progression, please excuse us, I completely agree that it goes against a good vampire survivor experience like.
We will make a patch to fix this problem as soon as the votes are finished.
And yes the end of wave condition is not entirely clear, we will review that
Thank you
thank you for this feedback
@juliestrator Buble tea > all; it was really cool to see you test on stream, thank you for your test, it made us all really happy :)
@mary-orlova Congratulations ! So glad you like it more! Did you manage to survive until what wave ?
We will review the balancing in a patch after the votes. Thanks for your return :)
C'est bienfait
@mcmuniz gg! Couldn't make it past wave two at the beginning ;__; (totally not a skill issue here)
@narudgi omg she's so precious :sob:, et avec un nom pareil c'est tout naturel ^^
Died couple times after wave end, because of zone cat head left. Donknow if it's bug or not.
Good stuff!
@pauljs @namnam @fosf0 Thank you for your feedback
GG for this entry.
The art really pushes this higher, both by being cute, well done, and visually clear. I love all the details like FX and transition screens.
The "closing in circle" is nice on its own, but here it works enven better due to the enemies that leave AOE behind them.
I did had some trouble understanding some of the mechanics, like when does a wave ends or what do each stat represents exactly.
Nice game, great job ✨
Wanted to ask for score chasers if you were fine with me playing some gameplay of your game in the background in the waiting period / intermission. In the waiting period its going to cycle between gameplay of a bunch of different games in the background (with music from games in the jam playing as well)
I like the concept of the continuously shrinking area, really fit the limited space theme. But I think the black hole attacks of some enemies were a little bit overkill, because they could easily swarm up and take most of the space in the area, which made it difficult to avoid other enemies while having to keep an eye on the shrinking area and those black holes at the same time. My suggestion is that make them disappear after a while, reduce the using rate of said attack, or just reduce the circle radius a little bit, that would create more "breathing room" for the player and make the experience more forgiving and enjoyable.
In conclusion, this is an amazing entry for a short jam like this, hat off to those who worked on this and managed to pack a huge amount of content and polishing in such a small time period. I'm totally impressed!
Well done! Take a candy! :candy:
My first impression on the graphics (so when I arrived on this page) was that it was pretty, but it doesn't have the small thing making it WOW gorgeous. At first I thought it was because of an unbalance in the drawings: a difference between the sprites and the (awesome) VFX and the rest. But then I checked the post-jam version and I thought "why is the background dirty street when everything else is cute and colourful?". It's not even an obvious contrast between fantasy characters and dull city. It's not that it is badly drawn (well, this hopscotch looks shabby), but it's kind of out of place to me.
However, I think even with a different background, something will still look off to me. Maybe it's the sudden shift of the background when you end a wave, or a unsufficient padding on the buttons, or some colour looking weird next to another, maybe it's a combination of a lot of small details. This is why I will boldly go against the consensus, claming this game is not that polished (not entirely). It's beautiful and smooth, but there is something amiss.
Something else bothering me was the lack of a proper setting, or rather again there is something unbalanced, because there are all these references to anime, but no proper explanation. When you play this game, you directly fight out of the blue, no knowing why how what. There is no need, you could tell me, since most players could get the tropes (cute anime girls fighting cute monsters in a normal city with a touch of brutal violence? another tuesday), but it's not a reason to not have an introduction. The simplest story would be enough to flesh-up everything: the characters, the items. It would justify all the Japanese pop culture references instead of them just standing here.
Comments on the post-jam version as it is when I'm writing this:
- You added icons to the stats, but it's still hard to pay attention to. I think it would be way clearer with column graphs for example.
- Bug when you replay and you can't change character.
- When you wait on the upgrades screen, the zone of the next level seems to already shrink, so if you want to have a pause next level your zone is very small (can you even pause?).
- Does the pencil really increase the projectiles number?
I could say more but it could be summarised as "would be resolved by moar content".
Yes clearly sometimes the difficulty is too high with the areas that remain, we think about what we could do, making them temporary is a very good idea :)
A big thank-you ! Your comment is really pleasing and makes you want to continue working on it ! Plus you gave some good ideas! thanks a lot
Really a cute alternative to "Vampire Survivor". I already see a lot of kids playing this one. My suggestion is to develop the idea further and publish it. It will be a success!
Congratulations!
it's a pity that I can't control, for example, the direction in which to shoot.
but it's a fun game. great job
Compared with vampire survivors, I never felt that I was strategizing my picks towards an OP build, or really even know what I would be aiming for in that regard. Most weapons felt pretty similar in powerlevel and play style, and I found I could from the very beginning, just sit in one spot and let my attacks go off, without being overly strategic in my build aside from picking +lifesteal and +magic power items.
Also, I didn't feel that "limited space" was very well represented here. Yes, the arena was small, but I never felt limited by that, as I barely had to move in general.
Overall, I think this is a promising direction for a vampire survivors game, and you have the looks, sounds, game feel, and vibe DOWN. It just needs some more strategic diversity and balancing. I think this could be quite successful!
The sound work and music is also very good and complements the gameplay and visuals well!
I understand the theme use but I found it's not very effective in gameplay.
I am no very familiar with this kinda genre but form what I played I think it's fun! I thought the variety of upgrades and and items was decent, especially in the post jam version. I enjoyed the few rounds I played
I think you guys did great, especially on the visuals!!
We missed a little time on the balancing, the jam version is a little difficult
Thank you for your comment :)
@oleg20111511 Thank you for your feedback :) We agree, we're going to have to change that
We need to find a balance between the two versions of difficulty.
Thank you very much for your feedback, it really encourages us to continue working on it! Thank you so much
For the different strategies and Build, obviously in 72 hours for a jam we didn't have time x) we clearly need to work on it and improve this part.
On the next updates this will be the case, we try to do everything to :)
For the limited space theme, I don't know if you tested the Jam version (the one that counts for the votes), and fortunately the zone is much more impactful, the bomb danger zones too.
And we have lots of ideas to go further.
For the post jam version yes the zone is less impactful on the player's way of playing :)
Thank you very much for your comment, it clearly makes you want to continue improving the game !
And congratulations again on your game which is so fun !