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Host Killer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #240 | 2.851 | 2.851 |
Theme | #259 | 2.936 | 2.936 |
Presentation (graphics, audio) | #284 | 2.915 | 2.915 |
Originality | #316 | 2.745 | 2.745 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
Mode means how something happens or is done, which is reminiscent of infections that usually die in the body, but rarely overcome the odds and end up killing it. Like a videogame protagonist, they break the mode of life. Gameplay-wise, the player can switch between melee and ranged modes of attack.
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Comments
Beat the boss level. I really like that you regain health. The different enemies in the waves felt good.
Nice work with all the art, would have been even better if the pixel size was consistent across enemies.
I like the sound effects! They work really well. The theme gave me a good laugh as well
😄 thanks!
The audio sells the setting, I think having consistent the pixel sizes for the sprites would unify the art style a bit more. I beat the whole thing using ranged mode, I couldn't get hits in with melee since the cooldown was so long so it seemed inconvenient to hit anything near by-still its a nice idea, I can see how the enemy variety would encourage using it. I wish there was even a little bit of visual feedback when hitting enemies since that would probably improve the game feel a lot.
Great job by this team working together for the first time. I would recommend tuning the hitboxes so that the character sprites aren't also the colliders, to sell the feeling that your character is standing up straight and things can go behind you without you getting hurt. The sound design and the themes are interesting in that you're in a biological setting and the game is challenging. Looking forward to the future projects from these developers!
The sound design was good and sold much of the concept for me. While the movement speed feels sluggish, it works well within the tight confines of the play area. Nice entry!
As a biologist, can confirm that bodies look like this. Very immersive :D Great job with the artwork and sound design, I got cornered once or twice and died but that feels like my fault lol. Good entry overall!
What I felt this needed most was a) better hit feedback for when your attacks, especially the ranged, connect with enemies, all you get is the wet fleshy slap sound, some visual feedback would be good and b) some kind of progression, the enemies gain power over time but as far as I can tell you do not. Almost always, the X-Bullet mode was the safer choice than the horizontal short range attack. The invulnerability period after being hit is very generous and regenerating health was a really good design decision here.
"Story" probably isn't really the right word, but I wouldn't have minded a bit more context on the premise even if it was just some text o on the game page, just like the basics wtf am I and where is this weird gooey meat void I'm in and what are these little freaks I'm killing and why.
I like the pixel art. Was the absence of music in favor of disturbing biological/hospital inspired ambience a deliberate choice?
Thanks for playing the game! The vagueness of the "story" is on purpose, you interpret it however you want. As for the lack of music, that was a limitation forced onto us, and we came up with the creative solution of having atmospheric ambience sounds instead, and i honestly think this fits the game more than any music we could've made.
Had to try a couple times to get the hang of it. I can only concur with the other comments. The sound design was very good. All in all I enjoyed the game.
The soundtrack was excellent! I also liked the art-style. Good job!
The sound design is the best part of this, from the constant, thumping heartbeat, to the occasional deep churning of the stomach, as well as the gooey sounds when attacking enemies. You've nailed that aspect when it comes to the concept of body exploration. It kind of makes you wonder whose body it is that you're exploring.
Thank you 😄
I think this game has solid bones and fun sprite work, overall I enjoyed playing the game! Something I'd say though is I feel that the game would benefit with a bit player agency. Even though I can choose my modes of attack, I feel it would be more rewarding if I was to be the one to attack myself.
The sound of this game was nice, as well as the overall aesthetic. I feel like I'm in a body fighting off germs! It was hard to avoid damage, I mainly used the melee mode because that seemed to get the enemies out faster and avoid taking more damage.
I enjoyed the sound design of this game, there's a nice ambiance set and it feels really gooey like inside a body. I think the core gameplay has grounds, and if this was fleshed out more it could be a pretty fun game. Right now there's not a lot of enemy types, or it's hard to discern various attack patterns. Add some music and details to each level and bada boom bada bing. Still really impressive given it being a jam, good job!
Nice aesthetic, I like the look of the enemies and the ambience to go with it. The game plays nicely, but I found myself brute forcing with the melee mode pretty often since taking damage seems unavoidable and health regenerates. Overall, great job!
I really like the premise of this game! It was fun that the enemies were set up in waves. The character art is refreshingly unique as well. The two different modes as well as the health regeneration rate felt very balanced. I noticed someone wrote this already, but I will second in saying I think that having some additional animation/VFX for registering hits on enemies/self would really complement your game!
Great work on this! Nothin better than keeping healthy by gaming, fighting germs has never been more fun! I enjoyed the options the modes provided and I liked pretending I was osmosis jones kicking virus butt. Awesome job!
It's good that it was merciful with its health regen, cuzz the enemies sure don't have chill. Neat concept, just wish the projectiles were easier to dodge and a more zoomed out approach would've benefitted this playstyle I think.
I mostly used the melee mode and just brute force took out groups of enemies by sacrificing 1hp and trading which was a lot of fun. The last phase off the boss was tough but I was able to bop him from above. Just the right level of difficulty imo. Good job!
I enjoyed the game, I like the trade offs to the different modes, I generally enjoy the vampire survivor type games and you set it up well. I don't know if it was just a bug on my computer but the character was always running diagonally top left when I am not currently holding a direction to move, so I had to always be moving which made it hard for me to play. Also, one advice I recommend for pixel art is to try to keep the pixel size to one size, it can make the game look a lot more consistent to do that.
never encountered the movement glitch tbh, i don't know if it's from us either. and thanks for the tip about the art, i already explained in another reply, but our team is inexperienced in making art specifically for games. still proud of the artists though. Thanks for playing!