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Debug Descent's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2 | 3.500 | 3.500 |
Overall | #4 | 3.278 | 3.278 |
Enjoyment | #5 | 2.917 | 2.917 |
Creativity | #6 | 3.417 | 3.417 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was the majority of the art made by your team?
Yes. I also got some animations from Mixamo, sounds from Pixabay, and effects and a couple models from the asset store and other free sources online.
Was the majority of the music made by your team?
All of the music was made by me, but most of it not during the jam period. I'm not eligible for prizes as a judge, though, so it doesn't matter. What're ya gonna do, disqualify me? :)
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Comments
Oh my gosh this game is crispy lol. Love the isometric style, the vibrancy of the colors, and the visuals overall! Those enemy spawn effects were so cool wtf. The idea itself is also super creative and meta :] The character designs were simple yet effective, especially the non-human ones being abstract was sick. Gameplay-wise, I unfortunately didn't get super far into it so my opinion may not cover the whole experience, but it felt pretty slow overall. The sword itself was a cool ass looking weapon but it felt kinda hard to control, with a small hitbox to actually hit the enemies and the triple-hit rarely landing. I looked at your previous comment and I agree, the animation lock is good, but I really wish the enemies had knockback on your attacks so you'd be more likely to hit them. Having an enemy count would also be helpful so they know if the stage can progress or if they still have work to do. Overall, you have a really solid foundation for this game, and through some gameplay tweaks and expansion has some great potential. I hope you continue working on it!
I absolutely love the visual effects in the game, the screen shader is absolutely perfect for the game! This might be a skill issue but I felt the attacks got the player stuck in an animation for a bit too long, but maybe that's just a sign that I need to be more intentional about when I attack. Also a few of the corners have wonky collisions and I was able to get outside of the world twice but I was always able to come back so it isn't that big of a deal. The animations for enemy spawning was really cool too, and the tutorial phase was great, requiring the player to learn how to play the game in order to physically move forward. Only advice I would give there is I didn't notice at first that there was a second wave of enemies in the tutorial, so maybe if you could find a way to make that more obvious that would make it easier on the player. Overall a really cool game with great mechanics and I think it was totally worth all the time you spent on supposedly out-of-scope side projects.
Thanks! The sword is meant to have a fairly long animation lock, though if I ever extend this and add more I think I would speed up the sword swings and have a hammer for a longer, heavier-hitting attacks. If you don't like animation lock, though, then consider using the unarmed attacks! They don't stop you from moving and hit really fast (honestly it's kind of way too OP especially for being the default option, even though each hit does a very small amount of damage). And yeah, not seeing enemies remaining seems to be a big issue, especially with having to track down enemies remaining in the big level. I'll need to add something to help with that, and it would probably help with that issue in the tutorial as well.