Magus O-Minus by Nucleose

Play as the Magus O-Minus, a blood mage who has dedicated themselves to saving those afflicted with bloodlust by feeding them health in exchange for boosts to attacks and speed. In this world your health is everything and the more you have on you the more ravenous monsters become towards you, while villagers will demand to be fed again at every resting point. Make your way to the end while keeping as many villagers alive as possible! Can you make it to the end with 6 villagers?
EDIT: Fixed bug that prevented some players from advancing to the end screen. Twitter @Nucleose
Ratings
| Overall | 33th | 4.064⭐ | 41🧑⚖️ |
| Fun | 65th | 3.921⭐ | 40🧑⚖️ |
| Innovation | 169th | 3.538⭐ | 41🧑⚖️ |
| Theme | 245th | 3.628⭐ | 41🧑⚖️ |
| Graphics | 40th | 4.192⭐ | 41🧑⚖️ |
| Audio | 32th | 3.962⭐ | 41🧑⚖️ |
| Mood | 6th | 4.372⭐ | 41🧑⚖️ |
| Given | 56🗳️ | 20🗨️ |
One thing is you can run off the screen running vertically because the camera doesn't keep up.
I felt bad when my villagers died. Good job!
And I dig the animations a lot. But wow, it's so much more than that. This entry has a strong vision and all of the details are in place reinforcing it.
I care about my hp much more than in a normal game, so there's a sense of tension. And combat is fast and sometimes brutal. I'm on edge. But the camera has some nuances that raise the tension. I can't run too far ahead without losing visibility, so I have to move in short careful chunks. The aspect ratio and close camera makes it frightening to move vertically. I can't run and gun - attacking prevents movement, so I have to stick and move, stick and move. Use the cover.
The art, music, and sound are all very focused on this mood. I made a mistake, and now there is a corpse to remind me, every rest. It's haunting and tense. I think I'm doing well. WHAM, three hits from a spider just off the screen reminds me of how quickly that can change. Will another villager die because of that? Be more careful.
The first moment when the slavering enemy rushes me: wild panic. I thought I had the luxury of range. No wonder blood drips from his misshapen chin.
This entry transported me fully into its stark vision. Outstanding job.
Few minor nits that intruded: I spawned and backed off from a sudden attack, but happened to spawn right next to the stairs. Entire level gone. That's how I got my first villager corpse.
Was trying to get to the end with five villagers, but I couldn't get down these stairs. Level cleared. Did I miss something? A bug? Or just a grim finale as intended? https://imgur.com/5q4obwE
Last minor thing is there was a bit of chore to that double-check search I did every time, just to make sure I'd cleared a level.
This is strong vision well-supported by every aspect of the implementation. Great work.
Overall I think the game answered the theme in a fun and engaging way! But I'd give the player a more sense of purpose, because I didn't really know where to go at any point (or why for that matter)
Atmosphere was wonderful, and graphics enjoyable. Great job!
Buuut entering the dungeon level the enemies promptly handed me my ass.
(Also big kudos to the soundtrack - it's beautiful)
I felt like the combat became a little easy once I realized I could shoot through walls, but then that made the later stages (where you have to rely on the knowledge you've picked up about the enemy patterns to survive) all the more tense and enjoyable.
One problem: my run stopped abruptly when I ran into a staircase that just didn't let me progress when I touched it... I assume this is a bug? Kind of unfortunate. I'll def. be replaying & recommending this one regardless!
It's too bad I ran into a level where the staircase doesn't trigger scene change in that wall-less labyrinth.
However I got stuck at what I can only assume was the end, I simply couldn't descend the stairs to the next area. I think I may of had 5 villagers + the one I got at that zone so maybe that possibility wasn't accounted for?
For me, this game right here was all about the *Mood*, and at this point in time, based on the games I have rated so far, it's definitely the strongest entry I've seen in terms of it. It was a profound experience that made me seriously take into consideration my health more than I think I've did in practically every other game, and the whole heavy setting, from the visuals, to the audio, to constantly seeing I had failed a villager from the start of the game made this a very solid playthrough all the way through.
As I've mentioned, the whole setup from the graphics to the audio was really well done, and the gameplay was as polished and as demanding as one could expect. At a certain point, I was legitimately preoccupied in understanding the enemies attacks as to make sure I could avoid them as much possible in order to conserve health to give the villagers. That on itself, also tells a lot of this game in specific.
If there's one thing that I have to critique is that the game started feeling repetitive after a while, and that some of the latter sections could have been shortened down. The impact still carried with me all the way through the end, but with the latter section lasting multiple rooms with not as much sense of progress as the beginning, I felt like some of the gameplay (plus visuals and audio) started to wear out much more. Gladly, given how well the mood was executed the game was it really didn't impact as much by the end as I thought it could, and everything else, as I've mentioned, was really there!
[In behalf of our team](https://twitter.com/WhalesAndGames), I must re-iterate once again that this was the game that got perfect _Mood_ for me, and I really look forward for the stuff that you create next! Thank you for this absolutely amazing _Compo_ entry and experience! :whale:
* cannot save all the children makes me guilty.
* it seems easier after I found I can shoot through the wall
* then there are no walls any longer :(
* bug: after the restart, walls become invisible but still there(in levels has wall)