The Legend of the Empty One by SpicyPaper
Discover the mysteries in this dungeon. Start with nothing and make your way through all the enemies and bosses by managing your abilities in the inventory.
See more on itch.io : https://spicy-paper.itch.io/the-legend-of-the-empty-one
Ratings
| Overall | 528th | 3.486⭐ | 39🧑⚖️ |
| Fun | 354th | 3.527⭐ | 39🧑⚖️ |
| Innovation | 402th | 3.405⭐ | 39🧑⚖️ |
| Theme | 492th | 3.392⭐ | 39🧑⚖️ |
| Graphics | 818th | 3.027⭐ | 39🧑⚖️ |
| Audio | 494th | 3.118⭐ | 36🧑⚖️ |
| Humor | 652th | 2.5⭐ | 28🧑⚖️ |
| Mood | 457th | 3.457⭐ | 37🧑⚖️ |
| Given | 55🗳️ | 9🗨️ |
Its a very interesting idea, having different abilities? and then picking which to have in your inventory. I also reallly really liked the scroll thing that chose something new. That looked really cool (:
Overall I really like where it was going, but it needs some polish and explanations. But the combat works nicely, even though its really hard (but Im bad at games like this, so its probably on me haha)
The only other thing that messed me up was the screen size, I could only see everything when it full full screen. And when I left full screen, the UI in the inventory was off.
But overall, well done!
I'm glad that you appriciate our work on the inventory and all the other things that we did.
I agree with you for all the bugs you talked about.
We are aware of those issues.
Thank you again for your comment.
But, the game is cool, controls are easy and the art is very attractive ! Good job !
I'd say my biggest complaint is that the actual 'bullet hell' section doesn't feel great. The characters are too big and the bullets too small, and there's not a lot of feedback for hitting an enemy besides just seeing their health bar go down. If you ever return to this idea, Vlambeer gave a great talk called 'Art of the Screenshake' that might be able to help with some of those problems.
That said, this is a jam, so in the time frame you were given, this is pretty great! Nice work
I understand that maybe it's part of the jam theme, but it's too hard, anyway Great Work!
You can do this even now and make update cause it's part of the jam rules!
I said this because I really want to enjoy this game but I can see only 20-30% of your work after a lot of tries
I passed your game.

General idea is great, and it looks like a really tons of work that you did making such a lot of enemies with different behaviors.
And this inventory system is really great!
But to be honest I was frustrated during the gameplay because of the not very polished core. Feeling of big clunky character, and those units rushing from spawn points or sometimes spawning right on the character's spot.
Level design and position of invisible spawn points feeling uncomfortable.
Because of this little things game sometimes just forces you to lose.
But, it is my opinion and even with such moments, I think you did a lot of great work. I think if you polish the core more, it would be absolutely awesome. And I believe if you would like to do it, it will be an easy task for you.
By the way, I should agree with Sciman101 - "The art of screenshake" is the ultimate stuff. I love it so much and recommend almost every game designer I know. Here it is:
https://www.youtube.com/watch?v=AJdEqssNZ-U
Good Job! Keep it up!!!
Having said all that, this is a jam game at the end of the day, and I believe the idea is there. Your skill inventory is a great idea, the controls are incredibly smooth, and the game is just plain fun. Given more polishing and play testing I think this would be an absolute home run. Great job.
* I took a while to understand that I could pick all the powers on the first level, maybe if it had some instructions and explanations that later you would need to manage the powers that you get it would make more sense.
* The item selector phase is not clear that it is an item selector phase haha, I only understood when it ended
* Most of the time that I took damage were because monsters spawned on top of me, without a warning. It's frustrating because you can't do anything against it
* The game ended when I killed the boss while there were still enemies on the board
* I didn't know if the enemy that healed other enemies would heal me too. It looks like it's a friendly unit, maybe because it's all green.
Things I liked:
* Very fun and challenging gameplay!
* Great variety of enemies.
* The management of items is an awesome mechanic because it has puzzle elements, in which you have to fit items, and it also let the player decide what strategy fits his style, very nice!
* The item selector art is cool.
Also, I couldn't figure out how to deal with the fast moving teal/blue guys who shoot out a shockwave. I can't get away from them fast enough and they damage me before I can kill them. Thus plus the seeming random spawning of enemies sometimes having them spawning right on top of me made me give up after a couple failures since I didn't see how I could improve on those aspects.
The inventory system and the reward animation was also very cool
Some improvements to the core system, like effects when shooting, hitting an enemy or being hit (screenshake, particles, sound effects) as well as a better movement system and knockback could improve the gameplay a lot and make this a really good game!