Dark Mart

Made for the Pirate Software Game Jam of July 2024! 

Recommended to play in full screen.

*There is an update coming for this game with improvements and new features!*

CONTROLS:

WASD / Arrow Keys = Move

Left mouse click = Attack / Select Upgrades

Right mouse click = Use speed potion


Power… always comes with a price. In this game, the player controls a lone warrior, patrolling lands of shadow. Fighting off evil spirits, and harvesting their energies to bring back to the alchemist in exchange for more power. Inspired by games such as Vampire survivors, and A Link To The Past this top down action game focuses on a combat experience that scales in difficulty as the player progresses. 

The player collects souls by defeating enemies around the map. Then, at the dark mart, these souls can be exchanged for gold, or various upgrades. It will be up to the player to determine how to allocate their points in order to make it as far as they can!


GAME DESIGN DOCUMENT:

https://docs.google.com/document/d/1xenI1-FxDDkf_hnCq6Os2OwZ_DMXn0JYMKNwaUN-40U/...

Comments

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(2 edits) ( 1)

Hey! I've played it for a dozen minutes and I have a little bit of feedback! Of course it's a jam game so my expectations are in line with what we can expect a solo dev do in such a short interval of time.

First of, congratulations for finishing the game in time! This is an accomplishment by itself! Also I found no bugs and the game plays smoothly. Finally, the hero's sprite and the enemies' sprites are charming and to my taste.

I can think of two low effort balancing tweaks which I guess could bring the game's qualities to the forefront.

First I think the game could progress faster in difficulty and offer more enemies sooner - most of my time on these initial levels was walking around, as this wasn't fun I got increasingly tempted to buy speed potions en masse just so I could get to action.

Also it would be cooler if some enemies had less hp and some more, so my weapon upgrades could be useful even if I don't focus all my points there (I spread my points around a little, not much, but I'd always end up having to strike twice to kill enemies).

Thank you so much for trying out the game! I really appreciate that. 

This is great feedback too! On the progression I agree, I think it would be possible to make the game more exciting more quickly. It definitely needs more variety in terms of different enemies, different maps, and other things to help keep the game play fresh. I'd also like to include some kind of a tool tip or visual effect that can help the player point themselves in the right direction so they don't have to wander about searching for enemies to fight.

Having more variation in the enemies HP would improve the game certainly too! Sadly my little demo is sorely lacking in variation of enemies. I'm adding these feedbacks to my to do list and once the judging period has ended I can hopefully start making some of these improvements! I'd like to also include different variety of potions, more visual feedback when they're being used, different enemies, more attacks, the list goes on!

Thanks again for taking some time to take a look and give me some feedback on how I can bring it to the next level!