Vanity Check by NoNumbersGames
Delve into depths of your mind to conquer your Vanity Demons.
Explore, talk to your Vanities, fend off Bad Thoughts, find corners of peace in your mind - Psychiatrists helps heal your sanity, while Spiritual Guides can buff your defense and attack.
Face your demons - each Vanity has their dialog with a choice (and most have unique music theme), but you can only talk to them once, so choose wisely.
Once you are ready, challenge the final boss - yourself! The choices you made along the way will determine how much opposition you will face.
WASD to move and left click to shoot. Play in fullscreen to see UI.
| Link | https://github.com/mandrulevicius/LudumDare57_MindDemons |
| Link | https://nonumbersgames.itch.io/vanity-check |
| Original URL | https://ldjam.com/events/ludum-dare/57/vanity-check |
Ratings
| Overall | 770th | 2.974⭐ | 79🧑⚖️ |
| Fun | 750th | 2.825⭐ | 79🧑⚖️ |
| Innovation | 736th | 2.734⭐ | 79🧑⚖️ |
| Theme | 638th | 3.292⭐ | 79🧑⚖️ |
| Graphics | 780th | 2.329⭐ | 78🧑⚖️ |
| Audio | 487th | 2.967⭐ | 78🧑⚖️ |
| Humor | 285th | 3.216⭐ | 76🧑⚖️ |
| Mood | 675th | 3.164⭐ | 78🧑⚖️ |
| Given | 59🗳️ | 135🗨️ |
Regardless when I died I was in shock as I thought I had not yet been hit, was the hearts dangerous? if so maybe make them more spiky to indicate danger as hearts is typically something you want to go for in games.
Regardless, good work! meeting my therapist gaining pills in this game was much more fun than real life version!
But I was playing it longer that I expected which means it has some charm to it.
Thanks for the entry.
You can either deny your Vanity Demons and fight them one by one, or they tempt you to ignore them - only to ambush you during the final fight.
I really liked the abstract visuals and the music was genuinely so well done and implemented, was really impressed. Maybe something to improve upon would be more variation on attacks and visual confirmation on whats been upgraded with the guide. Besides from that, great game!
Gameplay-wise I wish there were more abilities to get, or small buffs after defeating the vanities. Circle strafing while shooting or running away while shooting got boring towards the end (especially after the chanting ability, its so strong). I also didn't know what the safety blanket did; make me more tanky?
Anyway great submission for a game jam! Excellent music too, but the graphics are very simple
Wanted more variation of attacks, but had to deal with a lot of bugs and performance issues due to overengineering the base code systems - definitely learned my lessons there :D
Gameplay definitely needed more love, but I ran out of time for it - made early mistakes with game systems that cost too much of it.
Safety blanked halved damage taken - definitely should have communicated that better :)
Kinda hard for me haha
Overall oddly meditative, felt pleasant vibes all along!
Also the music really sold it - 11/10
It's somewhat easier to fight the boss fight with all the vanities alive than fighting them alone, the space is very tight.
Also at the start I went down and got lost, maybe block off that way lol.
The music was a nice touch. The kisses and farts and piano themes add humor and personality.
The fighting was rather rough for me. It swung back and forth between being too easy and too difficult. Also, one time a vanity simply vanished when I went out of range and didn't come back. Was that supposed to happen?
I finally decided I'd just not fight the vanities... Only for them to get me at the end (which I deserved).
While I like the idea of exploring the depths of my mind like a literal web/maze, on my second playthrough I found myself getting annoyed with being lost. The layout isn't too difficult, but once rooms are cleared there are no markers to remind me where I've been. Perhaps for a future iteration, some room details could help? (Depends on the vibe you're aiming for, though. If you want players to feel confused and lost, ignore me ;) )
The writing was bare bones, yet still managed to be funny.
This game has character. I'm glad I got to play it.
Yeah we kind of overscoped a bit and had little time for testing gameplay balance - bigger rooms would have helped for sure...
Vanities should definitely not disappear when out of sight - but the codebase was a real mess by the end of it, so I'm not too surprised things like that happen ;D
Map would indeed have helped a lot - initially we had scrollwheel for zooming in and out, but it malfunctioned on web build and we didn't have the time to investigate, so had to just disable it without providing alternative.
Like the idea of markers for cleared rooms, will keep it in mind! Room details would also be nice, wanted that too but as with many things, time was the primary constraint :)
Thank you for the kind words <3
Thank you for your feedback, appreciate it!
Really appreciate your detailed feedback, will help a lot to have a clear list of what are essentials to work on <3
If I had to guess the strongest part of the game I would say the vibes - music and characters. Certainly not my combat gameplay, which still needs a lot of work :D
Circle-kiting is exactly what I did.
Great work! :thumbsup: