Ixcar'th by Zliebowitz

The Stellar Plague
First noticed in the outer reaches of the galaxy, this infection spread from star to star. Once infected, each star greatly shrinks in size and its color turns to a dark purple. The energy of the star greatly diminishes, freezing all the planets that orbit the afflicted star.
A lone Rim Explorer travels deep into the reaches of Plague Space to find the cause of the mysterious disease.



Controls
Keyboard:
- A/D - left/right
- space - jump
- enter -attack
- 9/0 - lower/raise the volume
Xbox Controller
- left/right (stick or dead) - left/right
- a - jump
- x - attack
Playstation Controller
- left/right (stick or dead) - left/right
- x - jump
- square - attack
Album
https://youtu.be/AC8ouIaOM7Q
Ratings
| Overall | 873th | 3.537⭐ | 29🧑⚖️ |
| Fun | 931th | 3.333⭐ | 29🧑⚖️ |
| Innovation | 1745th | 2.481⭐ | 29🧑⚖️ |
| Theme | 1094th | 3.5⭐ | 29🧑⚖️ |
| Graphics | 1230th | 3.389⭐ | 29🧑⚖️ |
| Audio | 238th | 3.926⭐ | 29🧑⚖️ |
| Mood | 832th | 3.556⭐ | 29🧑⚖️ |
| Given | 48🗳️ | 35🗨️ |
Solid 9/10
It did feel a little weird that there was so much running around in empty space before getting to the "boss" of each level - I get that you wanted to make the player keep going "deeper and deeper", but I'll admit it got a little boring by the end, since there was no variation to the "find the cube and destroy it" loop. The bosses on the other hand were fun and I appreciated the ramp up in difficulty - it felt like I was getting better with each further attempt, which is always a great feeling.
Good job overall!
First thing that sticks out that slapping soundtrack, my word it was banger after banger. Serious props to the sound! The second to stick out is that smooth as silk running animation from our main character, great stuff. I would have loved it if we had a jumping animation but that running animation did a great job. I also enjoyed our attack animation, that big ol whoosh slice and a bit of knockback really added weight to the whole thing.
Level design was a bit wonky, I got lost sometimes and just ran into dead ends and had to go back but it was at least only a small set back/small amount of distance to go back. Jumping and wall jumping felt a bit off and I think post jam, tweaking and polishing the movement would make a great base for a longer/fleshed out action adventure hack n slash, or even potentially the groundwork for a metroidvania type deal.
Like you've already said you see more enemies and environments down the line and I think those are all great stuff to have! Look forward to seeing what more work you'll do to this postjam.
Great job and great entry!
Thanks so much for bringing this game by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1007852839?t=5h32m42s
Also, I'm sure time was your main enemy here, but variety in the boss types would be good rather than just variations on the same thing.
The portal boxes were a bit strange too, the hit box wasn't too easy to pin down and I just wanted to get close enough to not take damage and continually attack and I just found it annoying that with every attack I moved away from the cube a bit.
Also next time make sure to include a new largest floppy disk ever, I'm expecting at least 2 terabytes or more. XD
I was engaged enough to complete the game, but found whacking away at inanimate cubes to be fairly dull, I wish there had been other enemy types populating the levels that would maybe pull you away from the cubes and the cube energy would start to regenerate, something to add some more tension.
That said, I still had fun. Nice work!
The Sound Design was fitting and i like the effects on the background.
The level Design getting more and more complicated was nice - even thought i was too bad at the game to beat the fourth stage (failing at the boss repeatedly).
Overall a solid entry, keep at it!