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A jam submission

Devine AberrationView game page

a game developed for the Acerola Game Jam.
Submitted by KORUPT STUDIOS — 12 hours, 30 minutes before the deadline
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Devine Aberration's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#7622.0003.000
Gameplay#8191.5002.250
Overall#8191.7222.583
Originality#8471.6672.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What do you like about your game?
if i had to pick one thing i honestly wouldn't know what to say, but i truly enjoyed challenging myself with new mechanics i've never messed with before.

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Comments

Submitted

there's a lost of computation intensive effects indeed but it does make the game barely playable for lower end computers and also those are effects that enhance whats on your screen, not make it. its like condiment, you need a meal to go with it. dont get me wrong, i think you had correct level visuals but it would have better used finer details, geometry, normals or textures, which in the end would have costed as much if not less performance. its like a plate of pasta with the finest salt, yes, it does taste better than pasta without salt but it could also taste better for a more affordable price with regular tomato and cheese (not a cooking expert tho dont mind me ^^')

also invisible walls as a main mechanic isnt viable unless there's a hint. i nearly left the game at spawn because the entry toward the maze was a fake wall (and its especially more important for non pros games as players wont have faith in the dev that the game is playable)

beside that, nice distortion effect and voice acting. also i suspect the maze is randomly generated too?

Developer

actually i design that maze modeled it in blender then dropped it all in blender and gave it all materials and stuff but i totally agree i need to work on figuring out my balance for looks and optimization but ye i totally agree im just obsessed with making beautiful games but im still learning alot but ive done 2 more jams i got alot better at modeling and choosing looks with optimizing cause i did a  mobile game

Submitted

I agree with the previous commenter, that there needs to be sound clues near the crystals and passages. Also some indication of how much time I have left and how many crystals left on the map. I did see the distortion effects, but they triggered too close to the walls to be useful enough. Also running speed was too slow.  The options menu didn't work (tried accessing it from the game).As this gamejam showed, it's not easy to make a good maze that players will enjoy navigating. The graphics are nice, and voice acting is a nice touch.  

Developer

ye in the full release i will fix these things the unfortunate truth is I was so busy i didn't even get to start until the last 4 days but thanks for the tips

Submitted

Okay first of all, gameplay wise, I think this is fine. I can get behind a good maze game as much as anyone. However, I do have some personal reservations about not giving the player any real way to detect invisible walls -  outside of doing what effectively becomes wall surfing to find all hidden paths. 

As a mechanic? I think invisible walls are totally fine, and can work really well - I just don't really want to wall crawl the entire game to make sure I don't miss something. A hint like a subtle crack, or a glyph, or even a soft directional noise que can go a long way in helping the player out while still keeping it interesting. 

As far as presentation, the game is quite pretty. Lots of nice techniques used here to give the game a polished look. And the voice over? Is that proper voiceover from someone? You love to see it. 

I will say, I have a relatively mid end graphics card, so I wasn't expecting a perfect 60fps, but believe me when I say that this game suffers some pretty substantial performance issues - particularly when you look directly at the center of the map - which is where I think most of the particle effects are concentrated. 

Good game! I enjoyed it - even though I failed to find all the crystals. 

Developer(+1)

so 2 things there are 3 affects that effect your screen as you get close to a glitched wall did that show up for you? You should have noticed it when leaving the spawn point. And second I totally get were your coming from and I will do that after the game jam cause I see how that could add to the game. The only reason I didn't do anything like that originally was cause I ran out of time do to work.

Submitted

AAAA this game runs at 2fps in my pc, wished the was a graphics option so I could properly test this game (played for like 4min and I got worried my processor might be as hot as the surface of the sun, being an old amd processor and all), didn't expect you implemented all those cool visual effects considering the presentation.
Anyways, I wish you to continue learning and keep having fun making games!

Developer

Ye ig maybe I went to far as far as graphics but once I upgraded my cpu and ram it started running really well even when developing it in unity it was really hard cause I was constantly lagging but I wanted to be sure it looked pleasing and not boring saying as it was supposed to be staged in the realm of the gods I figured looking esthetically pleasing was important but ye it does take a pretty decent pc to run it unfortunately.