I know there's no SFX okay?
I'm tired... Gimme a break...

Ever wonder what it's like to overscope a project?
Well, welcome to scopecreep... I made this project for Radial Menu Jam #1.
You're welcome!

Game Design, Code and Art by Foolbox
Music by Trevron

Be nice and let me know what you think!
All feedback is appreciated, good or bad!

Published 4 days ago
StatusPrototype
PlatformsHTML5
Rating
Rated 3.5 out of 5 stars
(2 total ratings)
AuthorFoolbox
Made withGodot
Tags2D, Clicker, Incremental, Pixel Art, Simple, Tower Defense
Average sessionA few minutes
LanguagesEnglish
InputsMouse
AccessibilityColor-blind friendly, High-contrast

Comments

Log in with itch.io to leave a comment.

(1 edit) (+1)

Fun concept!

If I had to find something to complain about it would be how the flames dealing damage can make it so you only have to play the beginning of the exorcism and then move away from the keyboard until the boss is done.

As the flames stay there until you pass over with the mouse, you basically get a firewall that kills every single ghost.

What if the flames slowly crept towards the player? What if they despawned after a bit if not collected?

Had good fun playing it, though!

Yeah, the balance isn't great. But you'll be happy to know that I plan on changing some of the basic attacks, adding more upgrades and rebalancing the whole thing so it continues being challenging for the whole playthrought! This kind of game needs to stay somewhat challenging, but also give rewarding feelings to the player if I want it to have any chance of success! Lot of work, but I'm excited :D

(+1)

Really looking forward to playing it when you update it!

Thank you for shining a good light on how Godot can be great for quick prototypes that also look good!

(+1)

Super fun, loved it!

Thank you! I'm glad you enjoyed it!

(+1)

fun game, though taking the collection distance kinda just sabotages you due to how the flames can fight for you and you dont need it due to the auto-collection upgrade at the end. Was fun though, hope you expand this

Yeah, people mentioned the flame damage upgrade and I have some ideas to fix it. I'll definitely work more on it and maybe even bring it to Steam. He have a ton of ideas, but had to wrap up everything for the end of the jam. Stay tune for a future update!

(+1)

No SFX? The horror!! No breaks allowed :P

It's fun how the power scaling goes nyooom. The skills really feel impactful, and not just a token "enemies get hurt more". The game became significantly easier when I unlocked the hover-to-activate. Towards the end though, the skills and the like don't feel as impactful anymore. For a jam though, I have nothing to add--you did great.

Future features could use probably...
- Varied/stronger enemies
- RPG-like classes? Eg a specialization per run, where you can focus more on ghosts busting other ghosts, or more on the flames busting the ghosts and the circles not outputting lights anymore. (I guess its very Kiwi Clicker.)

Thank you for the fun time. :D

Thank you! I agree that the game need more balance in the later part. For a jam like you said, I'm very happy with the result. But I definitely want to work on it more, so stay tuned!

(+1)

Starts out pretty difficult. Swiftly became unstoppable. Very nice!

Thank you! I'm glad you enjoyed it!

(+1)

Agree with @Sui-hin Mak, start is a tad tedious while mid-late game you blaze through upgrades. Enemies providing no real challenge. Game Jame wise, it's a solid game.

Honestly, the only issue is the difficulty curve; next time what you can do, is give yourself all upgrades and set the stage to 10. Now adjust ghost health just enough so you barely finish stage 10, this is your end-game difficulty and final stage. Repeat same logic for stage 0(No upgrades) and stage 5(50% upgrades)... Add a non-winnable stage 15 if you want player to be able to finish an extra stage or two. If you want something more endless, after Stage 10. Increase ghost health by 2-10%? per extra stage after 10. I'd suggest ending the game at wave 10-12, endless only works if there is some infinite player upgrade or my favourite "last stand".

Create a 2D Curve in your given program with the values you calculated. 

X-Axis(Time) = Stage, Y(Value) = GhostHealth

For example:
stage 0 = 1HP  
stage 5 = 2.5HP  
stage 10 = 12.5HP  
stage 15 = 37.5HP

Now you can query the Curve Time(stage) to get the ideal GhostHealth or "Difficulty". Adjust curve handles and add more points as needed -- just like with animation, the more points(keyframes) you have the more time consuming and more restrictive adjustments become. Try to keep as few points as possible.

Ramps up slowly in the beginning and super fast mid-late game, due to the nature of incremental games and having lights hit every ghost in contact. They will need a lot of health to get anywhere close. 

Mid-Late upgrade costs most likely will have to be increased(Can use the same curve as above, just make sure to normalise it). Or reduce bonus soul value; player already gets more souls as Ghost spawn count is increased.

Extremely hard to get player engaged just👌, when upgrades tend to be exponential. Going from praying a gust of wind doesn't blow a white sheet in between your lights to nuking shadows out of existence with disco lights.

Found your game via Itch New & Popular; good luck with the Jam. Had fun playing it.

Thanks for that precious feedback! I spent a lot of time adding upgrades and I ran out of time to balance the whole thing, so I basically went like I could. I'm still having great reception from people, so I'm thinking of working on it some more, balancing everything, adding some more upgrades, adding some currency, and seeing if it can be a viable longer game. I would definitely appreciate your feedback when I have a new version out!

(+1)

First of all, where's the SFX? hehe
As others said, starting speed :|
None of my lights aligned with the enemies in the first 2 runs which is not a good experience. Rest of the game was butter smooth. This game leans more towards chill incremental side of thigns which conflicts with the tower defense section of the game. If there's a tower defense mechanic at the core of the game, I personally prefer more challenge. But yeah as a demo, I think it proves that it has some potential even though it might need some radical changes here and there. Also, GOOD JOB TREVRON!

I do agree finding the correct balance between challenge and idler is important. I want something that is a little more active oriented, so I'll definitely revisit the prototype and see what I can add to make it more challenging as the Exorcism Levels go up!

Enjoyable game. In terms of balance, I wished the start was less difficult and the upper levels were more difficult.

This is officially the highest Exorcism Level I've seen! I'm glad you enjoyed it! I do agree that it should be more difficult, I only had 4 days to complete the jam, but I definitely want to update it once the voting period is over :)

(+1)

It took me several seconds to understand how to fire ( yeah kinda stupid I know :') ) so maybe a little tutorial.

Feel like the damaging flame is to op 

maybe a slowing down flame ? 

When to much flame on the screen , the game became laggy


But for the rest , I love the concept and the minimalism

(+1)

You sir are a genious! I don't even know why the slow down didn't cross my mind, it actually makes way more sense in terms of balance and difficulty, without making the flames OP! Jams can do this to your brain, but I'll definitely take note and update the game once the voting period is over! Thank you for the feedback!

(+2)

it feels great to play. i think making it easy to get OP and then balancing until it's hard enough is a good approach to crafting a game around a "runs and upgrades" mechanic, so you're in a good place.

hover to fire is nice. a later upgrade that works with just the direction of the cursor from the center, and lets it be any distance might be a nice QOL addition (although maybe only on/outside the circle, to prevent players from rapidly circling around the origin hmm).

Thanks for making and sharing this!

I do want to add more QoL upgrade and more upgrade in general to keep the game hard and challenging, but also rewarding when you upgrade things. Planning update for after the voting period of the jam ends, stay tuned!

(+1)

Retro minimalism graphics looking good with the color scheme, roguelite meta-progression, creative gameplay design, upgrades, upgrades that are actually very cool. It has it all.

You are being too kinda to me! Thank you so much! I'm glad you enjoyed it!

(+1)

Honest feedback. Maybe I just happen to be the perfect gamer type for this game. You're welcome. Thank you for creating it. If you wanted to get the gameplay time up to an hour or so and place it on steam, there is room to do that. While I had a lot of fun, I maxed everything out pretty quick. So you could probably up the upgrade costs and kind of spread out the gameplay a little. There's plenty of room to do that without making it into a slow grind. Just if that's something you're interested in. Of course then you would need to playtest it for balance. Not sure if the character would get overrun in the mid stages because I know the ghosts get harder, and they would be waiting longer to upgrade. So balancing would have to be done. Maybe stronger upgrades so they last the extra time it takes to get the next one. Then enemy health would have to be adjusted... Maybe a lot to it now that I think about it. Anyways. Long reply. There is potential here if you want to do more with it. Either way, thanks for making! Enjoyed.

(+1)

Yes! I have the intention of continuing development for a little bit since it seems to have the potential to be a game similar to nodebuster. The game was made in 4 days for a jam so a lot of corners were cut :P It will indeed require a lot of playtesting, and I'd love to have the opinion of people that like these kind of game too!

(+1)

Tried a bit, and it has some serious potential. Concerning feedback:

1. Idea is amasing, and controls feels good.
2. Soundtrack is super cool, we need more of it.
3. Starting speed is waaay too slow, maybe at least increase it by 50%, or even double it.
4. Art is simple, but really cute.

Keep it going, its gonna be FAYAAA)

I think you're right with the start, I've seen a couple of people play now and the initial rotation is definitely too slow. Will fix that after the voting period ends :)