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REVOLT's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #4 | 3.626 | 3.917 |
Presentation | #4 | 4.089 | 4.417 |
Overall | #10 | 3.446 | 3.722 |
Originality | #33 | 2.623 | 2.833 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very polished game, from the lighting, player movement, bullet VFX and SFX, enemy AI. The energy, bullet and health management is good but with the procedural generation of the map it's kinda hard to manage if you not lucky enough. Maybe you can rework for map around the spawn area to be easier and have plenty of resource and further from spawn the map is harder.
This is a great game! The visuals, sounds and lightning effects are incredible! I also love the stealth mechanics. Really great game!
Thanks for the rate and comment! I'm glad you enjoyed the game!
What a great game! I really like the atmosphere and lightning effects. I also appreciate the options and how you implemented options for key bindings. Gameplay-wise I like stealth games a lot, but I thought it's a bit too hard to sneak around in this one, especially as the energy runs out very quickly and I felt I had to take out enemies to get energy (it's in general hard to make a stealth game with time contraints). But again, great submission!
Thanks for the comment and rate! Yes I agree the stealth aspect of the game wasn't executed as well as I had hoped. I'm planning on working on the game more after the jam is over. I've got some things to fix and a bunch of ideas to implement. Thanks for playing!
I found my self drawn into the atmosphere once I got playing. This was great, excellent work!
Thanks for the comment and rate! I'm glad you liked it, thanks for playing!
The exact style isn't clear (stealth, horde shooter?) but personally that doesn't matter. This is a super polished submission with great visuals, sound and gameplay. I did eventually find the key and the exit, although I wish it was a bit clearer where they were as for the first 2 runs I was wandering around aimlessly. The enemy AI was very polished and I felt like I had to watch my step around them, but not like they were unfairly aware - right in the sweet spot!
Thanks for the comment and rate! Yes, I'll admit the game definitely struggles with it's identity a bit. I wanted to offer conflicting goals to encourage the player to switch back and forth between combat and stealth, but I didn't execute this part as well as I wanted. I've got a bunch of ideas for the game after the jam is done that aim to address the concerns you've mentioned. Thanks for playing!
The game seems to want to be a stealth game, but the energy ticks down fast enough to make me want to rush a lot which devolves the game to running as fast as you can from a horde of robots looking for the exit. Speaking of the exit, it's difficult to notice from the top-down perspective. Adding a small light would help locating it a lot.
The AI itself seemed impressive, though and the level of polish is great, too!
Thanks for the rate and comment! Yes, some of the mechanics/systems in the game could definitely use some tweaking. I wanted to create a tension between two competing objectives (remaining hidden and maintaining energy) to force the players to make some hard choices, but I was struggling to find a balance between the two competing objectives. I didn't want the player hiding with zero combat for the entire round (that can get boring), but I also didn't want the player to feel like they need to rampage through the map to maintain energy (that can get exhausting). I was hoping to the two competing objectives would offer some pacing throughout a round so the player doesn't experience one extreme or the other for too long. I love the idea of a light at the exit, I'll be sure to implement this in future iterations of the game!
This game's gameplay is really great and visual looking is very good, I also love the "AI Director" used here to determine whether you need ammo, health or energy the most by destroying robots, and robots can keep spawning at certain amount to have your resources replenished so that you don't really screw up when you're lost to find key and the escape door.
I guess this game also utilised the procedural generation as well? Because I notice my spawn point is always different when starts a new game, I have lost 2 times and finally get to the end in my third try. I have no comment on stealth aspect though, as I usually the guy who likes to go combat whenever there's weapon and got a plenty of ammo, unless the game design in a way that you don't really get much resources to combat so I can go stealth.
Also, the pick up resources sound reminds me of the empyrion galactic survival. :)
Thanks I appreciate the comment and rating! I was super excited to implement a rudimentary director AI. The director will also start giving "hints" to enemies if the player hasn't been spotted in a while which helps ramp up the difficulty if someone remains hidden for a while, and also helps to make sure the player has enemies to take out if they haven't seen enemies in a while. Yes the game also includes procedural level generation that was pretty fun to build. It's a pretty simple "cyclic dungeon" generation algorithm, but it ensures there's never a dead end so the player doesn't get cornered running from the enemy. Thanks for playing!
This game looks SO GOOD - I'm impressed with the quality of the gameplay and polish! I especially appreciate the enemy barks that notify you of the enemy's state. A couple of things I'd note:
But I'm only being so nit-picky about my comments because I thought it was so fun. Again, excellent job on the quality of this game jam submission! 🎉
Thanks for the rate and comment! I've got a bunch of improvements and ideas to add in the future and I appreciate the recommendations as well! All parts of the level are procedurally generated and unfortunately I didn't have time to place more items in the rooms except next to walls, as I couldn't guarantee the placement of the item wouldn't block the path.
Yes, that wall glitch was found by a friend of mine after I had submitted the game and didn't have time to fix it before the deadline unfortunately. Thanks for the heads up and screenshot though!