2179 submissions
https://bluesquirrel.itch.io/gate-survivor
A new game from me! It's a Vampire Survivors knockoff you can play on your phone (hopefully). Upgrading weapons transforms you and there's some NPCs to talk to. No endings or conclusion, but hopefully the gameplay is fun!
A new game from me! It's a Vampire Survivors knockoff you can play on your phone (hopefully). Upgrading weapons transforms you and there's some NPCs to talk to. No endings or conclusion, but hopefully the gameplay is fun!
Category Other / Transformation
Species Unspecified / Any
Size 800 x 600px
File Size 181.8 kB
Not bad, but I did discover one broken aspect of the game
Moving diagonally on a keyboard significantly increases your speed.
If that weren't broken enough, the game uses both AWSD and Arrow Keys. This isn't bad, but pressing left on both at the same time moves you at an insane speed so that you can zoom past all enemies. And don't get me started on diagonal movement this way
Moving diagonally on a keyboard significantly increases your speed.
If that weren't broken enough, the game uses both AWSD and Arrow Keys. This isn't bad, but pressing left on both at the same time moves you at an insane speed so that you can zoom past all enemies. And don't get me started on diagonal movement this way
The main thing I'd criticize about the gameplay that hasn't been brought up yet is that a lot of the effects you get from taking damage aren't very good, because there's no invincibility frames
Because of this, running into an enemy can almost entirely drain your health for your benefits, so the risk isn't worth the reward
Because of this, running into an enemy can almost entirely drain your health for your benefits, so the risk isn't worth the reward
I mean yeah but like, literally *no* invincibility frames means the enemy can multihit you for like 50% or more of your health at a time- there should be some small window of not taking damage so you don't instantly die because you were near an enemy a fraction of a second too long
I've sunk more hours into Vampire Survivors than I'd care to admit, so I'd love to see this game get developed further! Besides just adding more upgrades and NPCs, it feels like there could be ways to make the passive abilities interact with the racial upgrades, possibly resulting in different evolution paths - a Tanuki form along the Kitsune path if you picked up the Slime's defense and regen passives, for example, or an Oni if you grabbed the Gnoll's offense and attack rate ones.
The only thing I'd like to say is that, compared to "Vampire Survivors," this game is missing a "magnet" item or a healing item drop. I have no idea if it's too complicated to add items like "pedestals": kill a certain number of enemies within range, stay in the area for a certain amount of time, take damage to get rewards.
I suppose that with the mechanics as they are, it would be complicated to add mechanics like skill X + skill Y = skill B (That is, a fusion of skills to form a new one or one with combined effects). The fusion of skills makes things more complex, but also adds replayability to find combinations.
I suppose that with the mechanics as they are, it would be complicated to add mechanics like skill X + skill Y = skill B (That is, a fusion of skills to form a new one or one with combined effects). The fusion of skills makes things more complex, but also adds replayability to find combinations.
Pretty gosh darn cool. Haven't played Vampire Survivors, but this was a fascinating play.
I noticed that Gnoll body and Kitsune head (Gnoll, too?) have two different versions, but I'm not sure what causes which to happen. Does talking to the NPCs / ranking their hearts up do anything?
Either way, very fun and addicting.
I noticed that Gnoll body and Kitsune head (Gnoll, too?) have two different versions, but I'm not sure what causes which to happen. Does talking to the NPCs / ranking their hearts up do anything?
Either way, very fun and addicting.
I love the game and it's really fun! Unlocked gate up to 14 for now and maxed hearts on each character and got each TF (unless there is a human TF I missed?)
I'd love to be able to get a reroll or maybe a skip/banish option. I often try to go for a full TF but then are in a scenario where, for example, I start taking the kitsune hands and then get the choice of the gnoll body, the gnoll head and the slime head making me unable to go full. And there is no way of abandoning a run early, right?
Also collecting the exp pieces can be annoying if you have high range and they end up all over the place, making the main tactic for me to stay still, wait for them to gather in a ring around me and then quickly grab them and return to the center. a random drop item that collects all left over exp throughout the level would be nice.
I know there aren't any endings yet, but what I personally would find a thing:
If you can "surrender" to each NPC, they could have their own room where you meet them that starts out empty, but each time you surrender it fills with the "prevoius player", so for the Kitsune maybe a statue, some furniture, making the room more decorated, for the Gnoll more and more gnolls serving him, for the Slime maybe more slimes for the hive, etc.
If the player character can be a bit randomized (random color clothes, random head, a random name in the main menu) each time they are "lost" that would be a bit better. Not sure if "loosing" your character should reset stats or relationships, but you'd definitely keep non spent upgrade points, it would depend on what works best for the game. Loosing in a gate (or finding a special condition there) could also potentially count as a new character with some ending. (and maybe a new rare enemy in the gate? I dunno)
Still I love this game and probably spent way too much time with it and will spend way much more
I'd love to be able to get a reroll or maybe a skip/banish option. I often try to go for a full TF but then are in a scenario where, for example, I start taking the kitsune hands and then get the choice of the gnoll body, the gnoll head and the slime head making me unable to go full. And there is no way of abandoning a run early, right?
Also collecting the exp pieces can be annoying if you have high range and they end up all over the place, making the main tactic for me to stay still, wait for them to gather in a ring around me and then quickly grab them and return to the center. a random drop item that collects all left over exp throughout the level would be nice.
I know there aren't any endings yet, but what I personally would find a thing:
If you can "surrender" to each NPC, they could have their own room where you meet them that starts out empty, but each time you surrender it fills with the "prevoius player", so for the Kitsune maybe a statue, some furniture, making the room more decorated, for the Gnoll more and more gnolls serving him, for the Slime maybe more slimes for the hive, etc.
If the player character can be a bit randomized (random color clothes, random head, a random name in the main menu) each time they are "lost" that would be a bit better. Not sure if "loosing" your character should reset stats or relationships, but you'd definitely keep non spent upgrade points, it would depend on what works best for the game. Loosing in a gate (or finding a special condition there) could also potentially count as a new character with some ending. (and maybe a new rare enemy in the gate? I dunno)
Still I love this game and probably spent way too much time with it and will spend way much more
So, i've played it for like only 20 mins, but i've got a couple of notes:
The Kitsune Flame seems to be just a smaller version of the default weapon. i think that could use a different visual for clarity sake. Also i'm not sure if it just acts like a default weapon or not (which in that case, why have it? it just seems like a smaller version of the default attack. Perhaps it could apply burn to enemies instead?)
The progression quickly becomes slow, so the powerups at the start matter a lot. Sometimes, *a lot lot*, so much so that if i didn't get the powerups i felt were impactful (which generally was everything except a few that didn't seem to contribute, like the Kitsune Flame again). This is preference of course, but i think you should re-adjust the level progression.
And because of this, getting 2 of the same upgrade at a level up restricts A LOT the choices. Perhaps see if you can forbid 2 of the same upgrade to appear at the same time in an upgrade screen.
A few more visuals would be nice:
What weapons you have
What stats are increased
Acquiring Investiture Pieces (to better telegraph that i have gotten it)
And perhaps adding a couple of SFX for getting hit and getting a powerup.
All in all the game's nice, it's based off of a formula that works. I think there's a lot of potential with the aspect you decided to introduce (perhaps every unique combination, or specific unique combinations, give you unique powerups? like a kitsune-gnoll hybrid that has an electrified stinkfield so that enemies take damage and the damage jumps between them? I haven't played enough to get to a fully complete build, so perhaps that's in there.)
Anyways. Love to see you working on more games! I hope you continue the development, it looks really fun :3 And i'm a sucker for foxes.
The Kitsune Flame seems to be just a smaller version of the default weapon. i think that could use a different visual for clarity sake. Also i'm not sure if it just acts like a default weapon or not (which in that case, why have it? it just seems like a smaller version of the default attack. Perhaps it could apply burn to enemies instead?)
The progression quickly becomes slow, so the powerups at the start matter a lot. Sometimes, *a lot lot*, so much so that if i didn't get the powerups i felt were impactful (which generally was everything except a few that didn't seem to contribute, like the Kitsune Flame again). This is preference of course, but i think you should re-adjust the level progression.
And because of this, getting 2 of the same upgrade at a level up restricts A LOT the choices. Perhaps see if you can forbid 2 of the same upgrade to appear at the same time in an upgrade screen.
A few more visuals would be nice:
What weapons you have
What stats are increased
Acquiring Investiture Pieces (to better telegraph that i have gotten it)
And perhaps adding a couple of SFX for getting hit and getting a powerup.
All in all the game's nice, it's based off of a formula that works. I think there's a lot of potential with the aspect you decided to introduce (perhaps every unique combination, or specific unique combinations, give you unique powerups? like a kitsune-gnoll hybrid that has an electrified stinkfield so that enemies take damage and the damage jumps between them? I haven't played enough to get to a fully complete build, so perhaps that's in there.)
Anyways. Love to see you working on more games! I hope you continue the development, it looks really fun :3 And i'm a sucker for foxes.
Im liking it so far, it reminds me of a game called "EVERYTHING IS CRAB" which has a similar premise.
Excited to see future updates ^^
So far the only problem I've encountered is that sometimes the character is stuck moving in one direction. Moving in the opposite direction just makes him stop in place. Not sure if that would be a problem with the keyboard, the game or itch.io. But I mention it in case someone else had the same problem. It seems to fix when refreshing the screen though.
Another thing id do is give it the option to go back to the main menu pressing Esc.
Excited to see future updates ^^
So far the only problem I've encountered is that sometimes the character is stuck moving in one direction. Moving in the opposite direction just makes him stop in place. Not sure if that would be a problem with the keyboard, the game or itch.io. But I mention it in case someone else had the same problem. It seems to fix when refreshing the screen though.
Another thing id do is give it the option to go back to the main menu pressing Esc.
Nice work on this! I have a few notes -
I'd recommend giving the player at least a few frames of invincibility after each level up. Having this allows the player to right themselves after stopping to select their upgrade and put themselves back into whatever movement pattern they were doing when they leveled up.
Additionally, I found that it was extremely unlikely to get a run where I was able to get all 4 upgrades for a certain transformation. Even with the EXP mult leveled many times, I kept getting runs that were just short by one part. Might be worth adding a 4th slot to level up options, or implementing that as part of the available upgrades.
Looking forward to checking out future updates! Really enjoyed playing this for a bit.
I'd recommend giving the player at least a few frames of invincibility after each level up. Having this allows the player to right themselves after stopping to select their upgrade and put themselves back into whatever movement pattern they were doing when they leveled up.
Additionally, I found that it was extremely unlikely to get a run where I was able to get all 4 upgrades for a certain transformation. Even with the EXP mult leveled many times, I kept getting runs that were just short by one part. Might be worth adding a 4th slot to level up options, or implementing that as part of the available upgrades.
Looking forward to checking out future updates! Really enjoyed playing this for a bit.
It's fun to mess with just how far you can push certain stats. I was going for gnoll in one run, and made the ultimate AFK build by accident. Without the body/damage aura. Gnoll claws plus a hilarious amount of projectile size meant the projectile was a yellow square filling approximately 1/4 of the screen, enough to hit.enemies well behind or to the side of where it was aimed. Effectively my dude was holding a garishly painted apartment building over his head and was tilting it back and forth to crush any poor puppers trying to get under it.
I feel like this game could definitely stand to do more upgrades and areas... but the primary problem I notice with it is that it seems very placeholder with a lot of the assets. It's a neat proof of concept though. I DO agree that there could stand to be things other than the white orbs to collect to help you out... and I also agree that having two of the same upgrade appear, especially if it's one you don't want, can be problematic... especially as for the HUMAN weapons, they don't upgrade at all where the others do.
If you update this game again, it would be nice if the "Gate Danger" went to what your current maximum is rather than starting off at 1 any time you load the page. or maybe just add 10/100 incrementing along side the 1 increment arrows. At difficulty 100+ it's a lot of clicking to get back to where you were.
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