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A jam submission

Valley Of DespairView game page

3GnomesGameJam (solo, UE5)
Submitted by sebastian backman — 2 hours, 35 minutes before the deadline
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Valley Of Despair's itch.io page

Results

CriteriaRankScore*Raw Score
Style#34.1374.625
Creativity#93.6904.125
Overall#183.1583.531
Gameplay#242.5712.875
The Use of the Theme#382.2362.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many contributors were involved with your project?
1

Was your game made without the use of AI art or code?
No AI in the game

Were the majority of the assets used made by your team?
No

How does your game fit the THEME of this game jam?
You (The player in game) has a bomb with a timer and it is counting down and only way to extend the time is to find and use recharge stations which can be destroyed by the rock monsters which either come to the one the player used or they may stumble upon one.

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Comments

Submitted(+1)

Going to echo others the visuals are stunning.

Other than that I did not feel a whole from the game. Running and finding a recharge station to stand there for some time to charge was not that great. Maybe because the monster did not come at all to me.

But with the short time we had on this jam, you got something that is visually stunning and an idea that is interesting, Just needs some more work. Keep it up.

Developer

I'm glad that you liked the visuals (I spent half of the game jam making just that part + the performance optimizations).

Now afterwards I agree that the gameplay loop of walking from recharge station to the other is quite boring, maybe it would have been more interesting to have batteries laying on the ground or tossing the whole bomb thing asaide and having torch which would have kept you warm but made you easier to spot for the enemies.

The game would have probably been better if I had made it a linear game instead of an open world. The enemies (and probably players) would have had easier time navigating through the world (I tried using some fires to lure the player towards the end but not sure how well that went).

Submitted(+1)

Cool visuals. My laptop started heating my dinner.

The recharging logic was kinda boring. I spent some time by just holding E to charge 2 mins and then tried to look around. Except meeting some robot there was nothing interesting to do. 

Developer

Hi! I'm glad that you liked the visuals and hopefully you where able to play it with decent performance.

I spent the majority of the time working on the map and optimizing (first verions where somwhere in between 10-15fps with my RX 5700xt).

I understand that the recharhing might be boring (especially if you wander to some other recharching station that is not at the starting area and meanwhile the enemy ai is tuck at some tree somewhere when it was supposed to come towards the station) and unfortunately it was best idea that I came up with that I was barely able to make in the little over one week time limit.

Submitted(+1)

Great visuals and environment, and also a nice idea! I would have liked the bomb 'recharge' to happen bit quicker. When I found a laptop (near a church) it was, presumably, broken. I don't know if I could have done much to avoid that and it meant my game was over.

Developer

Hi! I'm glad to hear that you liked the visuals of the game and the idea.

Reason for the slow recharhing of the bomb was to make it a bit more "thrilling" because the recharging stations (exept the starting area station) when used, attract the monsters to come towards them and destroy them if they see them and the one that you found near a church was probably broken already by a monster who just stumbled upon it earlier.

Submitted(+1)

visuals were really cool, but also made it hard to see the timer

Developer

Hi! I'm glad that you liked the visuals. I also noticed that it was hard to see the timer especially in the moonlight, I might have been able to fix it if I had a bit more time or if I had spent less time on optimizing the performance of the game.