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A jam submission

The HunterView game page

Fight off the evils of this world!
Submitted by Mazz's Games — 5 hours, 9 minutes before the deadline
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The Hunter's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#1404.1154.115
Gameplay#2023.3463.346
Overall#2073.5773.577
Originality#3803.2693.269

Ranked from 26 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?
I actually enjoyed making this (somewhat). In the past, most of the games I've developed been purely to learn or to expirement with something new. This was a chance for me to showcase my programming skills I think :)

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Comments

Viewing comments 20 to 1 of 25 · Previous page · First page
Submitted(+1)

Visuals are great. And fun to play)

Too many goblins, I think.

Submitted(+1)

Very Fun

Submitted(+1)

Very good game

Submitted(+1)

Wonderful on all counts! Loved the gameplay most of all. Simple enough for someone like me, but I can imagine it ramping up for more experienced players. Nice music and sounds. Great graphics.

Ticked all the boxes!

Developer(+1)

thank you so much! It means a lot

Submitted(+1)

Your Game Fantastic!

Developer

Thank you so much!

Submitted(+1)

Nice reflections and look of the game... Not entirely sure how it fits the aberration theme though, still enjoyed playing and it's well made - great job! :)

Developer

I think the aberration is a little less noticeable in my game than in others, which, in hindsight is probably not a good move. One of them is that the portals where the enemies come from will spawn them faster over time, and the other one is that they come from behind. The second is that even though you are resurrected when you die, you only have half of your original health. Idk tbh, not very good at game design, I like to code things :)

Submitted(+1)

I really like how the reflection in the water looks! The game is nice to play and looks good

Developer

Thank you so much; it means a lot!

Submitted(+1)

Nice game! I liked the presentation and it was fun

Developer

Thank you, I appreciate it!

Submitted(+1)

I really like your pixel graphics. I didn't see the ending because it's difficult, but I enjoyed playing it. I play really hard, but the song was so peaceful that it was funny.

Submitted(+1)

This game is visually pleasant, which make me want to play more. The water effect, combined with the fact that the big pixels are in fact high-res, builds a retro-yet-contemporary aesthetic that combines nostalgia with shader/fx eye-candy.

Related to gameplay, I think that it will help to improve user feedback prior to the actions. So for example, when you are standing next to the fire, show  a"[Q] USE BONFIRE TO COOK" prompt on top of the player; if possible, even with an icon for the key. About dashing; the mechanic is good but instead dimming the icon, which doesn't tell much about when it will be ready, I would use a bar, even with seconds (and even tenth of seconds visible), and would make it pop somehow when 100% is reached. This might seem redundant, but remember that the player is not you, who created the game so, same as when we are learning something, we need things to be repeated several times before interiorizing them.

About enemy spawn; I would make it in slower pace, and would display something that let's me know than enemies are coming (maybe a sprite of an approaching enemy coming from the back, or raising from earth like a zombie?). This way the player can anticipate the moves, enemies don't just spawn in his face. Another good thing to do that would make the experiences richer is to make it possible to destroy the spawn point (maybe by shooting down some artifact at the top of a stick?) This would create a parallel mechanic: while you are being surrendered by enemies, yo have to chose either to kill them or to kill their origin.

Another good mechanic to add would be to shoot further, surely by holding the shoot key for longer time.

There is something with the controls that made me a bit confuse but can't recall what. I'd keep one hand for moving (ASDW, arrows) and another for shooting+action. Would also consider to fuse the cooking action with the eating one, so if you hit the action key next to a fire you always cook if possible (if not, eat), and if you hit the action key with no target you always eat (if possible), and if your are next to a character, you neither cook or eat, but talk. Does that make sense?

;) Good luck with your teacher!

Submitted

Oh one more thing. Following the idea of breaking the enemies' spawn point, I would put fire lamps here and there, so if you shot them down you create an explosion that damages several enemies. But for that you should be able to shot higher. Have you considered aiming and shooting with the mouse, so you can aim around aprox. 270 degrees, hold the arroz with left click, and then release? That would allow you shoot even behind the enemies, which could create a great dynamic if stronger enemies hid behind weaker enemies.

Developer(+1)

Thank you so much for the feedback. In terms of dashing I didn't exactly know what I wanted to do with the cooldown, as in how to show, hence why I settled with that fading icon. In my head I was like "I have too many bars, no point in adding another one".
In terms of enemy spawning, I thought breaking the portals would be enough in terms of combat, but I see your point. For the controls I was going to implement a control scheme (since my game also has full controller support), but I didn't have enough time, so that instead of text it would be icons.

I appreciate all the feedback, thank you!!!

Submitted(+1)

Really cool game. The art / perspective reminds me a lot of the Kingdom series. I think the difficulty is just right.

I’m curious as to your intention with the dash ability. I ended up never really using it besides platforming and only arrow spam (without holding down to the maximum) at the monster den.

Developer

Thank you for the feedback!
The game is meant to be a spin off to the Kingdom series, where you are playing as a hunter sent on a divine quest.
The dashing ability allows you to phase through enemies, perhaps I didnt make that clear but tbh I didnt have a lot of time to add it either. Although after the jam I might expand the game so I'll take your feedback into consideration. Thanks a lot!!

Submitted(+1)

It's good. I liked the aesthetic. But maybe its a bit hard. BTW, good luck. 

Submitted(+1)

It's good. I liked the aesthetic. But maybe its a bit hard. BTW, good luck. 

Submitted(+1)

Despite the gameplay being just a little too hard because of the amount of trolls spawning, the overall experience is great in my opinion, I also like the art and effects a lot. Good job and good luck! :)

Developer

Thank you. Some of the art comes from the Kingdom public repository by Noio, but some pixel art is by me, and I'm not really an artsy person (I'm a programmer), so it was hard for me to draw things that kinda look good that go with the vibe I was going for and match the external assets.

Submitted(+1)

The combat is pretty fun, and I really like the background art for the aboveground area!

Submitted(+1)

This game is kind of hard, but fun. Good game! And good job!

(+1)

The game was very immersive, it has a strong sense of atmosphere. I enjoyed the combat and story. A line that extends to show where the arrow will go while the attack is charged, might be nice. Although not knowing can be part of the learning curve. Left shift works well except that sticky keys could get triggered for some people and pull them out of the window. I don't actually know what sticky keys are, I just know that I spammed the dash key and got pulled out of the game window.

Also, the dialogue ran too quickly for me after the character received the power up, so I ended up not knowing some of the controls.

These are all very minor things. I played the game to the end and was a bit sad when it ended. I'm going to follow you and if you add more levels to this I'd like to try them. Thanks.

Developer

Thank you very much for the feedback. If I expand the game I will take your points in to consideration for sure!

(1 edit) (+1)

I enjoyed the swift movement and combat, especially the dash. Howver, the lack of a sprint element does make the movement and combat slightly one dimensional ignoring the dash. Sometimes the amount of trolls is overwhelming, perhaps making them a little slower could help with this. The art in this game is really nice, especially the reflections in the water and the arrows when they're travelling, but inside the cave is a little bland, maybe this could be tweaked with a few vines and other cavey things. 

Overall, I really enjoyed playing this game, the controls are well chosen, the movement and attacks are clean and the art is very nice and easy on the eye, good job 😎.

(+1)

Firstly, I love the art chosen for this, everything from ui to in game visuals. The implementation of these assets has been done very well. I particularly like the water and the glowing blue particles when shooting the  bow. The gameplay is smooth and the in-game tutorial is very helpful! Great work!

(+1)

aiming is a bit jank, but overall well put together

Viewing comments 20 to 1 of 25 · Previous page · First page