Ouroboros by Simon Rahnasto

[Controls]
[Game]
- [Arrow keys / [W]/[A]/[S]/[D] - Move
- [Left Click] - Shoot
- [Right Click] - Shoot explosive arrow
- [E] - Interact
[Menu]
- [Space] - Confirm
- [Arrow keys / [W]/[A]/[S]/[D] - Move selection
[CREDITS]
[Art]
| Name | Roles | Social Media | |---|---|---| |Belle Rahnasto| Artist & Director|Instagram|
[Code]
| Name | Roles | Social Media | |---|---|---| |Simon Rahnasto|Programmer & Producer|Twitter|
[Sound]
| Name | Roles | Social Media | |---|---|---| |Ben "Langotriel" French|Narrative Design, Casting Direction|Youtube| |Daniel Docherty|Music|Web| |Amerlyn Zeta|Sound Effects|Web| |Dianna "Melodypond22" Conley|Narrator Voice|Twitter| |Franki "Hankshaw" Garpeman|Shopkeeper Voice|Youtube| |Elena "StillClouds" Adams|Dragon Voice|N/A|
Ratings
| Overall | 116th | 4.107⭐ | 30🧑⚖️ |
| Fun | 126th | 4.018⭐ | 30🧑⚖️ |
| Innovation | 1042th | 3.111⭐ | 29🧑⚖️ |
| Theme | 705th | 3.714⭐ | 30🧑⚖️ |
| Graphics | 126th | 4.357⭐ | 30🧑⚖️ |
| Audio | 22th | 4.446⭐ | 30🧑⚖️ |
| Humor | 644th | 2.885⭐ | 28🧑⚖️ |
| Mood | 284th | 3.893⭐ | 30🧑⚖️ |
| Given | 18🗳️ | 26🗨️ |
I'm not sure I really enjoyed having to stop when firing, but that does add more tactical decision making to otherwise simple combat, so it was probably a good move. Not super challenging though, I was never in any real danger, but this did result in me playing the game to the end.
One of the more polished games I've seen so far!
So yeah, it's super polished overall and the voice acting is a cherry on top! Arrow sounds and the fact that your arrows actually stuck in the enemies make your shots feel powerful and satisfying.
The idea of a looping dungeon is neat, but I felt like it was somewhat of a downgrade in comparison with a standard roguelike maze exploration.
It seems like in every next wave it's the same enemies from the previous one with some extra ones. So it would be cool (especially given the theme of undead and necromancy) if the bodies would remain and when you go back to the same room it wasn't the new enemies spawning, but the old ones reviving. It would add some feeling of looping and persistency I think.
I also found the game to be too too easy. I quickly bought all the upgrades and then just annihilated all the enemies without them ever having a chance. If the game would be more challenging players would also need to manage the health pickups. Not grab them immediately when at full health, but leave them be to have more chances on the next cycle.
So yeah, even though I felt a little bit like the idea of a looping dungeon was somewhat underexplored, it didn't stop me from enjoying the experience a whole lot.
The graphics were also very pleasing with some lovely effects. I think my main constructive criticisms are related to the combat, and I think they'd mostly be fairly easy to rectify. The first is that when the combat began I immediately felt myself reaching for a dodge/dash button that wasn't there. It would really help add to the skill ceiling of the game and allow you to make it much more difficult as the onus of evading the projectiles shifts much more to the player. The second is that it was occasionally difficult to see the thin bolts compared to their shadows. I think they could get away with not having a shadow or toning it down a little, and perhaps a trail or some motion blur wouldn't go amiss to help keep track of them. The final is that the pacing and smoothness of the combat was stunted only by the fact that the character must stop to fire. I assume this is because the torso and legs of the sprite aren't separate? But it would be very ideal to do that so you can move and fire at the same time. That would improve the game by leaps and bounds, I think.
But overall, I emphasise that this was a great entry. Stellar job.
Everything from the graphics to the audio seemed really polished! The various particles were super nice, and the fights were fair. The only wish I had was for some more innovative mechanics - but overall, y'all did a really good job, I think! :)
Also, yay for LÖVE! You might want to mention that you can run the game on Linux and macOS!
The gameplay, graphics, and audio are all top notch. Very well done. I liked how intuitive it was to figure out what I had to do by just looping over the same rooms and seeing the inactive pillars.
I wasn't able to kill the boss at the end because I accidentally entered the dungeon again during the bossfight. The entrance disappeared but when I walked over to where it used to be I got the press E prompt which got me stuck in the first stage of the dungeon.
I liked the upgrade system and the awesome merchant voice actor
I did have a few small issues: There seemed to be a problem with parts of the game being offscreen, so I couldn't see the shopkeeps head, and I asumme there was also a UI showing my health and arrow count but I could not see it. Perhaps because of that, in the first room I was trying to learn the controls and shot off all my explosive arrows before beginning the game. Last, I ruined the final boss by pressing E after a bunch of fighting, and got teleported away to an empty room and could not finish the game.
But those few tiny things aside, this was a great experience. The art was really great (nice shadows too!), and the audio was strong across the board. Controls were nice, with the hitch in my step when I shot creating more interesting situations than "spam fire all day and backpedal." It also forced me to choose what targets to go after first and who to spend my explosive arrows on.
Very nice jam entry, well done.
I just wish I could adjust the size of the game window, it always opens in fullscreen and cuts both sides a little bit, I only know about the existence of side feedbacks because of the post image, by the way at the beginning when I saw the images, I remembered _The Binding of Isaac_ game. The level of polish is really impressive for a gamejam, congratulations.
Thank you both for your feedback. Sorry about the fact that the game did not fit the screen, I wanted to implement the ability to change resolution (which I plan to do in a post-jam update) but time ran out. The game is 1080p, so if you have a smaller resolution it wont fit.
Also Windows is for some reason defaulting to scaling applications to 125%, if you do have a 1080p resolution screen, check that this is on 100%, and not the default 125%.
