Voidbound by Nef1k
In this game, you find yourself stranded on a mysterious island with a magical portal. The portal leads to a deepest depths of various dungeons filled with enemies. Defeat them to unlock new skills and grow stronger as you uncover the secrets of the island and the portal's origins.

Screenshots





Side notes
Lots of stuff have been left out for post-jam stage. As of now those things are not yet available still but definitly will be in future: - Armor and weapons - More enemies - More spells
Controls
WASD- move aroundShift- runE- inventoryCtrl / Left Mouse- cast a spell1, 2, 3, 4- spell selection
Ratings
| Overall | 738th | 3.063⭐ | 42🧑⚖️ |
| Fun | 723th | 2.888⭐ | 42🧑⚖️ |
| Innovation | 811th | 2.475⭐ | 42🧑⚖️ |
| Theme | 800th | 2.675⭐ | 42🧑⚖️ |
| Graphics | 644th | 3.188⭐ | 42🧑⚖️ |
| Mood | 762th | 2.925⭐ | 42🧑⚖️ |
| Given | 32🗳️ | 62🗨️ |
- Game has a strong aesthetic identity which is matched by character design and animation beautifully.
- The animation work is very good.
- Music doesn't especially fit the theme of the caves, but is pleasant sounding.
- No resource usage for casting spell encourages spam-clicking, which isn't very mechanically engaging.
- A cooldown system with auto-fire would likely be a good fit.
- Health loss is extremely rapid and unforgiving.
- Some indication that inventory cannot be opened during cave segments would be good for new players.
Overall, has a distinct identity which with some reinforcement could be something unique.
And the main character walks very funny diagonally!! IT IS IMPORTANT!
In game art are cools.
Improvement point would be to add some in game tutorial/indicator and more feedback. Also do a better looking UI.
Idk since it's not really my kind of game but I feel like it was too much punitive.
Oh and the music doesn't really fit here :/
But yeah good job !
I agree that the gameplay was a little lacking. You die really quickly if you do get hit, but since there's unlimited ammo and the enemies are slow, that isn't likely to happen. It's great that you're planning to add more abilities and spells post-jam, but more spells aren't super useful if there's nothing to use them on. If I were you, I would focus on increasing the challenge and adding more things for the player to do. More complex/aggressive enemy types, maybe some navigation elements or something else to do in the map itself... stuff like that. Right now there's not much to do but click on enemies, and I don't know what the materials I was collecting were doing either (unlocking spells maybe?).
Good luck with further development!
*Note: I played the web build assuming it was your jam version, but from the comments it seems like maybe there was more in the Windows version. Feel free to ignore any of my advice if it doesn't apply there :)
The visuals are good and everything fits together well, it's nice!
It would be nice if the diagonal movement of the character followed the tileset guides (that is, if the diagonal line goes up one pixel and to the side by two, then the character should do the same).
Very good dungeon generation. I like the height of the walls at half the height of the character. This gives the idea that these are walls, and does not block the view.
If spells fall repeatedly, then it would be possible to multiply the power of the existing spell, instead of saving up a bunch of copies.
Also, enemies kill very quickly. If the player takes damage upon touch, then with prolonged touch he should not die instantly. It would be nice to reduce the player's health at a slower rate :D
Overall, a good jam game, well done!