Thanks for playing and commenting first!
You are right that this genre's game pace is a bit off. I also notice this, especially if the first few upgrades aren't that effective. At the same time, I am glad you enjoy the game design of portals and the twisted gameplay. It affects you and your enemies, so you need to navigate around the level wisely.
As you can see, I barely had time to develop the game during this jam. It is already a miracle for me to complete the submission, lol. I will continue to work and polish those designs to make the gameplay more balanced and fun.
LemonL1ke
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Thanks for your feedback, and I am glad you enjoyed it!
The two main design decisions:
1. Enemies will be affected by your upgrades.
2. You need to guide enemies' paths to let them pass/avoid portals.
They are both what this theme inspires me to introduce to the Vampire Survivor Genre. The fact that it turns out to be unique and fun already makes me excited.
I understand that some upgrades do not feel effective enough and are not able to keep demolishing tons of enemies. These are things I need to solve in the future version, and they are indeed what makes Vampire Survivor Games fun to play with. I will work on the numbers and upgrades to ensure future versions satisfy the players even more. Thanks for playing again!
Thanks for playing and for your wonderful feedback!
Indeed, the "Double-balded sword" design is intended to have more playstyle/strategy even with one type of weapon throughout the game. And a satisfying feeling of destroying lots of them is what I was aiming for. Additionally, guiding enemies to go through/avoid certain portals is a featured gameplay I want to introduce to this vampire survivors genre as your movement now matters more than just avoiding being hit by enemies.I am really happy that you discovered and enjoyed all of them!
Lastly, you are right that the current version's balancing is slightly off. Since the double-balded effect now uses the same increment/decrement amount on bullets and enemies, I had difficulty deciding if the buff would make the game too easy (kill the fun) or too hard (hard to beat). I am planning to add more interesting upgrades in the future:)
I really appreciate the design of connecting IRl biochemistry aspects to the game. I have always believed that good game designers have the ability to expose themselves to different fields and learn and incorporate them in an interesting way.
Good job! (but the control of the game was a bit hard to learn at first lol)
I like the efforts and thoughts u put into the level design; one level where we will need to shoot ur little ice to reach a button on the ceiling shows the potential of level/game design.
Some suggestions: the wall jump seems to be a critical mechanic, but it feels inconsistent and hard to master; I get frustrated and keep failing to do certain jumps consistently. (They bounce around fast)
The game is very polished, the idea is very cool, and the game is fun to play.
The controls are a bit hard to understand. I believe you should add a little explanation, like which direction the player will bounce to. And I believe a key point to beat the game is "change the player's facing direction" since we have no control in the air. But the way the player changes his direction is not quite clear or consistent. Sometimes I can make him switch directions after a single landing but sometimes not. (especially the blue platforms in the later part)
Anyway, it delivers the vibe of Getting Over It and overall very fun to play already. Good job. 非常好游戏,爱来自哔哩哔哩
This is the top 20. Creativity on the take of the theme, the puzzles are challenging and well-designed. The mechanics of letting players draw enemies and puzzles are fun ways to let the player "code" the game. Not to mention the funny storyline and smooth basic movement.
The only picky point IMO is the learning curve of puzzles needs to adjust a little bit. For sure the last one should be the hardest, but since it introduced new mechanics, it is better to let the player have fun with it first and then put it on a hard level although it is simple enough to understand it quickly.
Also pls rate my enemies and the crown (not the flowers plz)
Music and art are well-made. The gameplay feels like a tower defence game and is fun to play around. The AI might need some tweaks, as they are not very consistent. I am also having the same issues, as someone else mentioned here that the enemy doesn't respawn and I am just stuck in the level and can't progress.
The mechanic of revealing the map is well-made and runs smoothly. On top of that, love the little detail that if u place it on the player, it changes its facial emotion lol. The game was crashing on my side so sadly I can't progress further, but it is ok to have some tech issues for a game jam and from the gradual introduction of the levels design, I can imagine it is well-designed as well later. Good Game.
Unique idea trying to achieve a different level of simulating feeling. But losing arms, legs, and head irl is just "too insane" to be realistic and achieve. Since it is a heavy text-based game now, instead of a dense paragraph, using dialogues with highlights should help the player gather information.
One of the most well-made this jam in terms of the genre of playing as god/boss. You feel powerful, and the VFX is satisfying to watch. My only suggestion is to make fire one more useful. Based on its the cheapest one, you would imagine it is spamming basic attack. But it is only useful once they build a house, but it is relatively late-game content that we don't want it to happen. (maybe more score but I just don't want them to live in a house at all at this point). Also, I think the speed of the people generation should be faster since without them I can't have fun. Play it at 1000 scores, and there is barely anything I can do rather than petting my sharks. They are hungry...
A cool idea. The art is very good, and the music is cozy.
Gameplay-wise, even though it was not balanced at all since right now, u can just spam and win while in Zooma, spam doesn't work and will punish you. BUT that spamming is very enjoyable. So I like this concept anyway but maybe try to add some marbles that you can't eat? to prevent the player a little bit from just spamming. Very good and polished!