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Oz - Dark Illusion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Integration | #8 | 3.100 | 3.100 |
Sound & Music | #9 | 2.900 | 2.900 |
Overall | #12 | 2.700 | 2.700 |
Game Feel | #13 | 2.700 | 2.700 |
Innovation | #16 | 2.400 | 2.400 |
Game Mechanics | #16 | 2.500 | 2.500 |
Graphics & Visuals | #17 | 2.600 | 2.600 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Lets gooooooooo woohoo
It was fun to play ... I mostly liked the girl's sound effects :) ... Difficulty is also like normal which is very good , i liked it ...
I like the way it feels chaotic :D
Honestly, at first I thought it was hack work, and then I realized that the authors were schizophrenics. I don’t understand how I got here, what’s going on???
All this's just awesome.
There was a bug in our level 2 code but I didn't wanna scrap it entirely because my friend's e-guitar riffs are really fire, so I turned it into "Here be dragons" easter egg sort of deal.
The bug is now fixed and in the final version this level will be a lush forest that catches fire, forcing the player to make use of Tin Man's axes to quickly cut through trees blocking the way.
I see xd, how did I get into this easter egg?
Either by staying alive long enough or by dying and remaining in the game. One of the timers was broken.
thx ^_^
The game is nice, but really lacks feedback. I don't know if I'm doing damage to enemies and then they just disappear suddenly. Try adding some effects, that should make the game feel much better!
Thanks for the review.
Yea. We thought the same during development. Sadly, I ran out of time doing all the graphics. There's some sound effects when you hit enemies but there's lots of potential for better audiovisual cues.
We had to cut a lot of corners in the end. One level and most of the intro had to be sacrificed to deliver on time.
There's about 60 sound effects that have been recorded but not implemented yet and we had a last-minute merge conflict that appears to have accidentally disabled some button sounds.
I'm not quite sure how to attack on this game, I switch to the tin man and he just kinda randomly throws the axes. Is there a way to aim or does it just throw them to the sides? I see what you mean when you say its a bit laggy when played in the browser, I believe it has some impact on the music and sound effects. It sounded very glitchy. From the description, it sounds like a good game and I would like to see what it's like finished :)
Thank's for the kind and thoughtful review.
It's a Vampire Survivor-like. In a game like that player interaction is kept to the basics.
It can be really fun once there's more content and a few weapon upgrades.
Originally, we had more plans for the Tin Man since my co-creator thought he was under-used.
The second level would've seen him chop down trees to get to the other part of the level.
Unfortunately, we had some last minute technical issues so I scrapped the level.
The basic scene initialization code is still in there. If you last long enough in the first level, you get to listen to one of my friends' e-guitar solos. Quite a treat for everybody who is into that kind of music. Personally, that song has been stuck in my head for 2 years.
As for the performance: I'm still surprised how bad it is compared to the console version I built.
I'll spend a lot of time optimizing and polishing the desktop and browser builds post this game jam.
Sadly, I have some issues with my workstation (Linus Torvalds really doesn't seem to want me to have 96GB of RAM) so it was hard profiling things at all.
Since the performance dips were accompanied by ominous screen flickering on my workstation and my workstation has video RAM issues that manifest themselves in this sort of screen flicker (again. Thanks, Linus Torvalds...), I assume a great deal of the performance issues are down to un-optimized textures.
While the browser version runs in 1366x768, the game's native resolution is 1920x1080 and some of the assets are even higher resolution that that.