Feast or Famine by ColinBellino
Search the rooms of your manor and deal with any enemies you come across. Defeat every enemy to progress to the next level. But be quick because your health is constantly draining!
Tips:
- Goal: Stun all invaders to clear a level and dash through them to heal yourself.
- Your health is permanently draining from hunger!
- Focus on evading and feast on stunned invaders when low on health.
- The game is available in English and French.
- Fair warning: the last level is way too hard, sorry!

Credits:
- Art: Scott "SJPixels" Welfare
- Audio: Brandyn "RandyRude" Campbell
- Code: Kyle "Kyle123" Welfare
- Code: Colin Bellino
- Design: Team effort.
- Paid assets: No
Controls:
| Actions | Mouse & Keyboard | Gamepad | | ------- | ------------------ | -------------------- | | Move | WASD, ZQSD, Arrows | Left stick | | Aim | Mouse | Right stick | | Shoot | Left click | Right trigger/button | | Dash | Right click | Left trigger/button | | Pause | Escape | Start button |
Source code:
- Source: https://github.com/colinbellino/ludum-dare-50
- Changelog: https://github.com/colinbellino/ludum-dare-50/tags
Ratings
| Overall | 300th | 3.841⭐ | 46🧑⚖️ |
| Fun | 353th | 3.693⭐ | 46🧑⚖️ |
| Innovation | 963th | 3⭐ | 45🧑⚖️ |
| Theme | 653th | 3.686⭐ | 45🧑⚖️ |
| Graphics | 184th | 4.307⭐ | 46🧑⚖️ |
| Audio | 201th | 3.895⭐ | 45🧑⚖️ |
| Humor | 496th | 3.25⭐ | 44🧑⚖️ |
| Mood | 303th | 3.852⭐ | 46🧑⚖️ |
| Given | 35🗳️ | 70🗨️ |
One thing I noticed -- the title screen says "Untitled jam game." Is that intentional?
Check mmy game!
@cover-club-media You can dash through the enemies to heal/feast on them. I think we did a really bad job explaining this in the game though.
@alekm Oh no, you should totally feed on the priests! You just get less health from them but you still get some ;)
@cyangmou <3
@max-hyper Ah yes, we did a poor job at teaching this mechanic in the game for sure.
@fromage @kaljal Thank you, we definitely were inspired by Isaac a lot for this one ! :D
Aside from that I had a great time and made it all the way to the punny ending. Nice work!!
And a lot of levels is cool too, but for me it was quite the same.
@barce Thank you, that means a lot! Definitely currency and upgrades/abilities would be the next thing we would add. We unfortunately just didn't have time for it in the 3 days.
@akitl Thanks! Ya we decided to go for simple and polished over deep and messy
@krakadushka Thank you! The environments are definitely too samey and I (the artist) take responsibility for that. I should have spent a few more hours on decorations for the rooms. I'm glad you liked it though :)
**Innovation:** I can tell this was inspired by Binding of Isaac, but the health draining does add some nice tension and difference.
**Theme:** It fits pretty well.
**Graphics:** The graphics are really great. I especially like the perspective on the walls.
**Audio:** The music and SFX are very high quality, I really like how you had you had the evil laugh.
**Humor:** Really good!
**Mood:** Nice job! I think having a lighting system would have been really cool (you already have candles) but I get that you couldn't get to that in the time haha.
**Overall:** Really great quality game!
Some minor feedback that could make the game even better:
- Indicator that would let me know I've already fed on an enemy.
(Red outline around them if I haven't fed on them maybe?)
- "Shooting" felt like it had no cooldown and instead it felt more like a "how fast can I spam left click". You could improve this by either shooting automatically by holding down left click or showing a cooldown(Maybe a bar above the players head similar to the dash bar on the top left)
- Better pathfinding on enemies, sometimes they got stuck behind obstacles.
- The "bat bullet" collider could be smaller for the obstacles to make it more forgiving for the player but kept the same for the enemies.
Keep in mind that this is very minor stuff and doesn't take away much from the experience. The game was still fun and I hope my feedback doesn't sound too harsh!
For some reason the audio didn't work when running the game through the itch launcher, but works fine when run directly.
I wish the bodies didn't have collision, or faded after being drained. It was frustrating to be in a situation where you knew you'd have to spend dash energy twice: once to drain and then again to get back out of the corner you'd dashed into.
Enemies camping the doorways was really frustrating.
The use blood to power everything mechanic worked out interestingly, fun overall.
@riyadazo Thank you for the kind words! The collision boxes on stunned enemies is definitely a big issue that we have learned from.
@kazuren These are all great suggestions, thank you! I really like the idea of making the bat collider a little smaller for quality of life. And agreed, we wanted to add a 3rd enemy state where they completely fell to the ground after you drained them but we ran out of time. We should have come up with a quick fix for that.
@Nash Thank you!
@marcmagus Thank you for taking the time to play and stream our game. I went back and watched it and it was interesting as always to see how someone plays through it. Fully agree with your criticisms and we've definitely learned from those
@mrevilguy and @rawb Thank you! Means a lot :)
Good job!
@daveco Glad you liked the idea of the health ticking away ;) Thank you for the feedback.
@sleepystudios Ah yes, i think the difficulty curve could have definitely been better, especially because we changed the levels last minute haha.
@emaigualmc2-art I agree the gameplay could use some work and depth if we wanted to continue working on it. Thanks for playing and getting us some feedback!