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A jam submission

Alchemist of ShadowlandView game page

Submitted by Quinten — 20 hours, 2 minutes before the deadline
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Alchemist of Shadowland's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#2334.0004.000
Playability#7193.5003.500
Artistic Style#8933.5003.500
Cleverness#14132.5002.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • The game works well with what you have, it's not too complicated to get used to, and you did a good job of informing the player how to play the game quickly without it breaking the immersion. It was an enjoyable experience overall. I would work on sound mixing a bit more, as some of the effects were a bit oppressive and jarring. Adding in some different attacks from enemies would add layers of difficulty because once you level up yourself enough the game becomes pretty easy. Though good job on adding some variety to enemies. Some form of indicator to let the player know they are being damaged would be helpful to provide a visual cue of damage.
  • This is a great start as a first game, and if I was giving suggestions I'd say to focus on the new player experience. The game was a little confusing at first, and control was unclear. As a fellow web dev, I like what you've done without an engine :) Seemed to fit the theme.

Did you include your Game Design Document as a Google Drive link?
Yes

Seriously... did you include your Game Design Document?
Yes

Is your game set to Public so we can see it?
Yes

Tell us about your game!
It's a top-down survival where you kill monsters, upgrade your character and survive for as long as possible. Default controls are WASD & Mouse, but keybinds are bindable.

Extra Notes
This game was made without an Engine, I used my Web Dev knowledge to force Web Dev tools into Game Dev.

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Comments

Viewing comments 55 to 36 of 55 · Next page · Last page
Submitted(+1)

Pros:

  • Fun game loop / mechanics
  • Standard but good powerups elements.
  • Liked the effect on the E "interact" when approaching the void
  • The coin sound were enjoyable & encouraged the player to keep on going
  • Nice that you had time to add menus & key rebinding.

Cons:

  • Sometimes monsters took way too much time before appearing.
  • Sometimes monsters simply appear on top of you.
  • Issues with inconsistant movement speed depending on diagonal vs linear directions.
  • Starting a new game, if you stay at the safe point for a while, the game seems to think you played a long time & you get killed instantly because you can't compete yet with 5 head skulls.

Comments:

  • Probably normal, but coins seem to disappear after a few seconds. I think blinking them a few seconds before disappearing would be a visual help for players to hurry and get them.
  • Add some music. I played with some drum and bass & made the experience much better.
  • Game difficulty caps quite quickly after you get a few upgrades. At the end, even if I wanted to make myself die, it was impossible with the health regen XD

As a web dev myself, I'm very impressed by the fact that you created your own engines features.
Good job!

Submitted(+1)

The game’s pretty fun and delivers a solid concept, and it’s really cool seeing that this was all made purely through web dev tools by a solo dev! Liked the graphics, and really liked the polish of entering the forest on the title screen when starting the game. That was fantastic!

As far as pain points go, movement felt a little strange in this game. It makes sense to me that you would move slower in a direction opposite to the one you’re facing (which forces people to kite more actively when at lower speeds), but I found my character always drifting slightly towards the mouse cursor when strafing, which felt unintuitive. Besides that, I would have liked to see a bit more variance in the enemy types beyond just speed and HP. It would have been nice, for example, if the tankier enemies dropped more gold, making it more rewarding to seek them out and kill them, or to see the robed guys shoot little spell bullets or something. The ambient growls weren’t bad, but seemed a bit too repetitive. As far as things I would have liked to see, I’d love to see the difficulty ramp up as you continue to get upgrades, perhaps introducing new enemy types or something to break the waves. When you can keep up with even huge swarms with the first five upgrades, it would be nice to see there be something to work up to!

Overall, though, I spent a nice amount of time with this game! Good job!

Submitted(+1)

Really good entry. I think it's crazy that you managed to do this without an engine. I wouldn't have known if you didn't say it, physics are awesome and I can't explain to myself how you achieved that.

The sound effects are cool, not saturated to be annoying and not scarce that it feels silent.

Graphics-wise, the characters are cute, my favorite was the goblin. The darkness achieves the ambience of mystery and terror around the portal, and it's easy enough to recognize threats, but also leaves room to not notice some of them in the darkness which kept me on my toes.

In terms of gameplay, I really like that the speed of my movement depends on the direction I'm facing. I think that most of the games in this genre have you perpetually running backwards to shoot enemies, but this simple change forces me to change strategies between running backwards to kill monsters, and then sprinting back to get the coins before they disappear (at first, being unable to get the coins was frustrating but I ended up loving the mechanic once I got better at the controls). I like that the upgrades are varied and random, made every playthrough different.

Something that I think could improve the feeling of the game, is to have some graphics for the ground. Since the movement speed changes with the direction I'm facing, at first I wasn't sure if I was falling a bit everytime I looked a different direction, it took me a while to realize that it was only the speed changing. Not a big deal at all, but I think a bit of graphics for the ground would help "ground" the player in the space they're moving, because the solid color gives a "floating" feeling in this case.

My favorite detail about the game is knowing that you did all of this with Web Dev tools, it's amazing.

Submitted(+1)

I have played it, I can say the egg exists. I have no screen shot to prove it ...

It's an interesting little game. I did spend a good time playing it, but there are a few things that could be addressed.

Movement is fast, but it feels floaty and uneven at times, you feel like you move slower near the portal, and the static background makes the movement jarring and you loose all the sense of movement and place. Many times I was never sure how far from the mortal I had moved.

I also feel the camera movement with the aiming should be in the opposite direction so that you can see more in the direction you are aiming. For instance if you are moving left and aim left you just stick to the edge of the screen and you can't see anything. if you are moving towards the portal, not even the arrow that points back to is visible. Up and down is even worse as you have less screen space.
The upgrade system is nice, but there is not much feedback on how far you have taken each upgrade. The only exception is movement speed, it would be nice to have a similar indication for regen and the other upgrades.Sure you can see their effect, and as there is no cap that I could find that is OK I guess, but if I'm aiming for a specific build I have no idea how close I am to it.

It also did not feel great that all enemies drop the same amount. Sure at late game they are all one shoted, but early on it feels strange that harder enemies give the same reward as easy ones. The difficulty could also be made to scale with the progression. enemies could also scale, or even just give damage over time upon contact instead of just on first contact. That would make the game interesting for longer.

There are also things you can expand upon, maybe some multishot or scatter, or different attack patterns. So I will look forward to any updates and goals you add to the game.

Still don't be discouraged by my words. The game ran smoothly even with a ton of enemies on screen, it had tones of fun moments and personality and it shows that you are on your way to do great games. So keep at it, you are on the right track.

Submitted (1 edit) (+1)

I had fun playing this game! It was super satisfying to build up upgrades and become really powerful. The art is really good and charming, and the sound is good too.

Here are some feedback notes if you expand on this:

  • The movement is interesting. Moving faster in the direction you face has a side effect of making you think more about when to run away vs. when to shoot at enemies, which is fun. It's not immediately apparent though, and my first thought when playing was "wow, I'm moving so slow compared to the enemies" until I realized what was happening. It did feel weird for a mouse and keyboard though (maybe just that the mouse is any direction, while WASD only gives you a fixed set of directions). Not 100% sure what to make of it, maybe it can use a bit more tuning or something.
  • It's pretty fun to just sit around and let a bunch of enemies go around you. I guess something about how the enemies don't actually end up hitting you much because of how they block each other is entertaining. It could be interesting to make it seem more like a viable strategy (maybe having some spike or damage reflect effect?). Not sure how intentional this is, but it already feels a bit fun so could be something to make more rewarding :)
  • Minor bug where if you pause when getting an upgrade and then unpause you can move around
  • A bit of a weird bug happens if you switch to a different tab (at least on my computer/browser, Windows and Chrome)--it seems like some aspects of the game continues, and sometimes when you come back all the enemies around you disappear.
  • If you get a lot of movement speed your character might flick around back and forth depending on your mouse position when the character gets toward the edge of the screen.
  • When you move around sometimes it's hard to tell how much you are moving since there aren't enough frames of reference, especially if you get far away enough from the altar. 
  • The enemies feel a little too easy right now, I was left feeling like I needed a challenge. Might be good if they got stronger. 

Overall, good job! It was fun playing :)

Developer(+1)

Thanks for this absolute unit piece of feedback! I greatly appreciate it! <3

I am planning to implement all feedback after the jam's rating period is over. I will try to figure out a way to better telegraph the movement penalty and make it feel more polished.

The idea of adding a reflect or spikes mechanic sounds like it could be great fun. Could make for a new "battering ram" strategy.

Also appreciate the reported bugs, the pausing one is one that was not known of beforehand. The second bug with the tab switching I have not been able to reproduce yet, if you can supply me a video via Discord I'll be happy to look into fixing that one.

I am already working on adding more flesh to the background and environment, that so far has been one of the most requested improvements. Same with true bosses and different drop types.

I'm really happy you had a great time playing my first jam game! And thanks a lot for the huge amount of feedback. <3 :D

Submitted(+1)

Nice effort, seemed like there were random gaps between monsters early on, you only get 1 coin for whatever you take down, even if its the most massive monster (may consider adjusting).  Otherwise, a fun vampire survivor clone.  

Submitted(+1)

Thanks for tracking popularity data as well-hopefully I can undo my curse!

Developer

Thanks <3 I'm working on updating the game with all received feedback! :D

Stuff like custom drops & better telegraphing is on the list of changes with priority.

- fun fact : Before the judging period started I had never heard of "vampire survivors". XD

Submitted(+1)

Good game. Spent a bunch of time getting more and more powerful. It has quite an addictive gameplay loop, altough after a bit its almost impossible to die. No matter how far i went from the portal I just got surrounded by enemies and they didn't even deal damage lol. A single mouse swipe was enough to deal with them all. Overall great stuff ^-^

Submitted(+1)

Game is super fun.
These are some things I'd like to share after playing:

  1. Movement feels a bit weird, I found myself shooting at the enemies and quickly turning around to run away or to get some gold. This only happens at the early stage. Later it just gets harder to collect coins.
  2. Difficulty scaling. Monsters further away should be tougher and stronger and give you more coins.
  3. You can collide with fireballs and they push you.
  4. "Pickup range" would be a nice upgrade.

I had a lot of fun playing this game and I made some friends there but they are not that friendly :(


Submitted(+1)

this game gave me motivation to pursue my dreams of becoming a lovecraftian god. thank you hahaha. i had fun times playing this game, challenging and rewarding.

Submitted(+1)

Pretty cool you made all this with just web technologies, you have my respect. I like the dark atmosphere and the sound effects are pretty nice.

Issues/Bugs:

  • The movement feels pretty bad, perhaps it's the lack of a background to give you a reference frame. A bug I encountered is that when you get the movement speed upgrade, the extra movement speed only applies in the direction you're moving, I don't know whether this is intended or a bug but it feels pretty annoying.
  • The difficulty ramps up really quickly, It went from barely spawning anything to spawning like 5 different enemies really quickly in just a minute.
  • Carrying on from previous point, the game balance is pretty bad, I don't feel like im getting enough money from enemies but maybe that's just me.
Submitted(+1)

The game was very fun - biggest issue for me was lack of feedback when I was missing money to buy an upgrade. Also, it needs some balancing. But overall, good job!

Submitted (2 edits) (+1)

As a survivor game, this is fun as it allows you to absolutely become a god (and i like being overpowered). My problem with this game is mostly a lack of indicators/hints for things like moving faster in the direction you're facing and the difficulty scaling with distance. 

Personally, i don't really like that the difficulty scales with distance as for players who like to zoom through the map immediately (like me), the difficulty can feel unfair without any upgrades and especially not knowing you move faster in the direction of your mouse. Meanwhile, players who prefer to stay around the spawn (to get upgrades quickly for example) won't know that there's enemy scaling. I think this can be negated if the environment shows that  you're in a different zone, but i still prefer time scaling since it can be more chaotic and doesn't give you much breathing room once you're overpowered (who needs safety when you have lasers covering the entire map XD). 

That said, it's still an awesome game and it gives you the ultimate survivor experience we all love. On top of that, you're not using an engine which is an automatic big score addition in my books. Keep it up ! ^_^

Submitted(+1)

This game was so fun! I managed to protect the portal against 100 monsters exactly haha.

I really liked the art and the atmosphere. The game also felt really unique and the upgrade mechanic was fun.

I wasn't sure if there was another goal besides staying near the upgrade portal so I stuck around there mostly. I found some enemies when I explored more but wasn't able to grab the money that was dropped because I was running away from the other monsters haha. It would be nice if the money would come into my wallet automatically, but very fun still overall!

Great game!

Submitted(+1)

I can't believe you didn't use an engine, that's so cool. I love the sound effects, and the movement feels really nice. Overall, it's a really polished take on the Survivors genre. I completely got my butt kicked but I'll keep coming back and trying because it's quite addictive! Great job!

Submitted(+1)

Hi Quinten! Here are my notes that I took during my playthrough:

  1. I really like the movement in a game design standpoint, but I don't like it from a player's perspective. The way it's made encourages a "flicking" behavior, where the player is running, and quickly turns around to shoot and repeats that to run away. (at least in the early game, because in the late game it doesn't matter)
  2. Health regen is probably the most overpowered thing. After like 5-6 upgrades I basically couldn't die.
  3. Game needs difficulty scaling. Enemies farther away from the center should be larger, have more health and damage. This would make the game feel a lot more balanced, which is something you may or may not want to do.
  4. A nice upgrade would be "pickup range" as picking up coins is a pain in the endgame.


Also I've gotten to the point where one click managed to clear the entire screen. 10/10

Submitted(+1)

Once I got the hang of it it was a pretty fun experience trying to get a high score! The acceleration in the player movement was the thing I would change the most, I kept bumping into monsters and losing HP. Also please add zqsd as a movement option. As an AZERTY Keyboard user, this was a really challenge to adapt too :) 

Crazy you made this without an engine man, nice job! 

Developer

Thanks for the feedback <3

I do think you missed the bind-able key-binds in the settings! ;)

Submitted(+1)

Holy! I'm so used to game jam games not caring that I didn't look! THANK YOU (wish I knew it sooner)

Submitted(+1)

Feels like the monsters are too fast to evade effectively. It also seemed like they were spawning very slowly. Seems like there's more game here but I can't get past the beginning. Good job though! keep making games!

Developer

Thanks for playing!

You could grab some speed upgrades early on to evade the monsters more effectively. :D A regeneration also help a huge amount!

Mob spawning chance is also based on amount of upgrades * distance from spawn, When in range of the crafting portal no new monsters spawn. 

I do agree this should be communicated more clearly! (Currently there's only 1 line mentioning it vaguely.) I plan on adding all feedback in after the judging period ends. <3 

Submitted(+1)

Amazing what you were able to do using only web technology! The game feels really good to play and the graphics and ambient sounds really build an atmosphere. Great job!

Submitted(+1)

So I got the laser beam. Killed 2771 monsters. Was told to go outside.

Honestly, this is a very fun game. The style is great, the mechanics are easy to understand and give the player the best kind of overpowered feeling as you gain stronger and stronger buffs. A ton of fun. 

What really holds this back for me is that, at a certain point, you really have to TRY in order to die. The game doesn't have a lot of content besides killing the same monsters over and over, and at a certain point, that can get boring.

On a purely technical evaluation, this game is a marvel. A game made without an engine for a game jam is something I never expected to see.

Overall, I thought the game was very fun, and would love to see more added content in the future.

Submitted(+1)

Gave it like 10 tries but it gets so hard so fast I could not gather even 10 coins to buy another upgrade.
I see the idea but rn its in a rough state at least for me, sorry...

Developer

I Appreciate the attempts anyway.  :D

Difficulty currently scales on distance from the portal and amount of bought upgrades.

If you have any suggestion to deal with the difficulty balancing let me know, I've had comments on both ends of the spectrum.

I plan on continuing it's development after the judging period and am taking all feedback into account. <3

Submitted (1 edit) (+1)

Ohh!
Let me try staying close to the portal then :D

There is no indication that being further away from the portal makes the game harder but that would help a lot!
Maybe some kind of slider with the danger icon on top (eg. Elite Monsters in WoW have that dragon frame)?

Edit.
Ok staying close to the  portal made me realise one more thing.
Since there is no background I did not know I am moving slower backwards. (that is was was killing me)

Viewing comments 55 to 36 of 55 · Next page · Last page