
Transyl-Mania
Transyl-Mania
Transyl-Mania is a 2D top-down action-adventure built for the NES Game Jam under the theme Horrible Night to Have a Curse! You were wandering one night when you stumbled upon a castle — and were cursed and turned into a vampire! To break the curse, you must fight, feed, and find your way out before the night claims you for good.
Tags: Made with Unity • Pixel art • NES controller scheme • 256×224 resolution • Built during the jam
Controls
The game follows the NES controller scheme, mapped to the keyboard. (Key bindings are defined in the project's Input Actions asset; the mapping below reflects the current build.)
D-pad
Arrow keys
Move in 8 directions
A
J
Attack — swing at enemies (with a cooldown to prevent spam)
B
K
Interact / Shadow Travel — context-sensitive (see below)
Select-Enter
Pause — opens the pause menu
Start-Escape
The B Button (K) — Context-Sensitive
A single button handles every world interaction, choosing what to do based on what's nearby, checked in priority order:
- Chest in range → open it for coins
- Corpse in range → feed and refill your blood meter
- Nothing nearby + Shadow Travel unlocked → teleport in your facing direction (in progress)
Gameplay Phases
Exploration — The Cursed Castle
You move through hand-designed rooms populated with enemies and hazards. Each room presents the same core challenge: survive, feed, and find the route onward.
- Attack (J) to fight enemies; the swing has a cooldown, so timing matters more than mashing.
- Feed (K) on the corpses you create to keep your blood meter up.
- Avoid the sunlight, which accelerates your hunger.
- Collect coins from chests scattered through the levels.
- Take damage from enemies and hazards like spikes — you flash red and get knocked back, and your health bar ticks down.
Combat & Feeding
Combat and survival are deliberately linked. Killing an enemy doesn't refill your blood automatically — it drops a drainable corpse. To gain the blood, you have to walk over and feed (K), playing the bite animation and consuming the corpse for its blood value. This makes every kill a two-step commitment and keeps you exposed while you feed.
Progression — Keys, Doors & Levels
The game spans multiple levels connected by room transitions (a fade-out, camera reframe, and player reposition). Locked doors block the path forward; finding the matching key opens them. Chests reward exploration with coins, which fuel the potions and upgrades that carry you deeper into the castle and closer to your escape.
Visual & Audio Feedback
The cursed world reacts to your actions:
- Damage flash — both you and your enemies flash red when hit, then return to normal
- Knockback — hits shove you (or the enemy) back, selling the impact
- Low blood warning (designed) — as the meter empties, the screen shakes and tints red
- Music — separate tracks for the main menu, gameplay, victory, and defeat, with volume controllable in settings
- Directional animation — the vampire and enemies animate across 8 directions with idle and walk states, plus attack and bite animations
Progression & Difficulty
- Later levels introduce tougher, scarier enemy types
- Room layouts and hazard placement escalate the challenge across the three levels
- The blood meter creates constant pressure — you can never simply wait things out
Credits
Developed in Unity (6000.4.6f1) with custom pixel art and original audio, created entirely during the jam by a student team:
- Ella — art direction, level design, character & enemy art, animations, shadow travel, gatekeeper, UI, and the start scene
- Orel — blood meter, game state manager, combat logic, music integration, menus, and room transitions
- Jared — enemy movement, map integration, knockback, item persistence, checkpoints, and sound design
- Elijah — game concept, story, narrative direction, and the player health system
| Published | 2 days ago |
| Status | Released |
| Platforms | HTML5 |
| Authors | 1 Brain Cell Games, SteinVisionStudios, Ella Hartsell, PPare34 |
| Genre | Adventure |
| Made with | Unity |
| Tags | 2D, Indie, NES (Nintendo Entertainment System), Pixel Art |


Leave a comment
Log in with itch.io to leave a comment.