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Chaos Exodus's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #241 | 3.250 | 3.250 |
Originality | #259 | 3.550 | 3.550 |
Overall | #405 | 3.117 | 3.117 |
Presentation | #624 | 2.550 | 2.550 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I'm proud of the clean code I made, and pretty happy to have spent time on drawing sprites, because it's not my best talent.
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Comments
Clever use of resource/action economy! I enjoyed searching out optimal paths and figuring out when would be a good time to refresh my materials for the journey ahead. The chaos void always being at maximum about three tiles behind you always kept things tense, and also made me realize that trying to get as much distance as possible is less optimal than moving twice and crafting once.
Big fan of turn-based gameplay here so I love the idea. I did notice a bit of a double-tapping issue where sometimes I'll shoot a few squares to the right when I do a single move input.
I experienced it too, but I have no idea where it comes from since Godot has a "just pressed" feature that is supposed to prevent repeat inputs. This might be caused by some sort of lag or a faulty/old keyboard (which would not surprise me in my case).
This is an interesting idea. There's a neat balance between having to spend "time" crafting and moving to avoid losing. But it seems like the purple always moves if you move right, so you then should always craft, rather than try make some distance. I think that could have added a little bit of complexity to the game.
I did get told I lost a few times even though I could have crafted the machete in the forest tile I was in to then proceed through the surrounding jungle, but I'm sure you've seen that already.
I like the infinite generation part, it's kinda nice to just mess around in.
It's a fun concept, having to decide on what to do based on what tiles we start to see ahead is an interesting way of creating tension in the choices you make, nice job.
Nice concept for a game. I wish there were some checkpoints because I didn't feel like doing everything again from the beginning once I was in the rope area. But otherwise, the game felt pretty good to play and I had fun :)
Pretty cool idea, it lacked interest in the beginning but once the rifts were added the game actually had a good amount of strategy, and I can definitely see some good gameplay in it. A few bugs, as others have mentioned, technically I lost right before the end but I still won because I could move the final space even though I was dead. Good game though.
The game is quite short but I liked it :) Few bugs here and there but overall a nice experience.
definitely a unique concept for i guess a tile-strategy? Deckswabber? -type game, never really encountered something like this at all. Wonder what the difficulty ceiling could be.
bug: Mouse scroll is counting as a mouse click just in case you do continue working on this.
Thank you for your feedback!
Yes, this bug (and many others...) have been reported and fixed, if you want to try out a patched version, there's a release on my GitHub. If you do, please only take into account the build available on itch and not the patched version on GitHub in your rating, fixes were made after the end of the Jam.
I liked it!
I run into some bugs while playing, but in general it was a nice experience!
Thanks! I'm aware about the bugs, I'm not used to debugging alone, that's one me.
Really nice little game, love the strategy aspect of it, would have loved a save system
Also, the fact the chaos moves faster when you're far from it is really something important that should be noted somewhere
some bugs (items duplication, dying when you run out of torches, etc)
Thanks for playing my game live, all this feedback was very valuable!
The save system is something I probably would have done if I took more time to finish the game, because the current state of it is kind of a tutorial for what I had in mind.
I'm not a fan of explaining every game mechanic in high details in games. From experience as a player, I think it feels pretty good to see or understand something that was not explained in plain text. For example : advanced movement in Celeste, or understanding an enemy AI in a Souls game.
Most of the bugs you experienced, I did not see them because I restarted my game when dying instead of trying to play again, so that's on me.
"dying when running out of torches" is an oversight from me : I implemented a check for soft lock (no move available) but forgot to take into account that the player could be able to craft... Again, I never ran into it because of the way I played : always stacking up on items.
Lessons learned : less procrastination, test while playing non-optimally.
Yeah people's playstyles can make it hard to detect some bugs, hence why it's nice to make other people play the game haha
In Dark Souls, you are fighting enemies and you are kind of expecting to have to understand their patterns, whereas I wasn't really expecting something like that to occur in this game ahah (haven't played Celeste so can't say)
Maybe that's still on me as you say tho
Overall, good work!
interesting idea!
Wow I really like this concept! Great job, had fun playing
Thank you! it means a lot!