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Graveyard Shift's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals and Sound | #15 | 3.418 | 3.625 |
Overall | #21 | 3.025 | 3.208 |
Creativity and Theme | #23 | 3.064 | 3.250 |
Fun | #24 | 2.593 | 2.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Good start to something that could be very addicting, with a bit more incentive and more in depth combat this is the exact kinda game I would be ripping in the computer lab instead of doing school work as a kid lol
This is a good game that in my opinion lacks a handful of things that would make it incredible.
First of all, this game does a lot of things well, the art style is really great, having a day system to track progress is awesome, and the 'sell all' button is a great QoL feature.
My main issue is that there doesn't seem to be much incentive to engage with the game's systems. It's cool that it has a shop, but why is it needed? You can dig every grave in the level without it. You have enemies to fight, but why bother if you can just run around them? There's a timer tracking how long you've been in the 'game' part of the game, but why? You're probably only going to be there for a minute.
This game desperately needs better progression, since that would tie everything together. There needs to be a reason to stay in levels longer, or explore further. Maybe levels could be larger and randomized? Or there could be more or harder enemies the longer you stay in a level?
As it stands the game is fantastic on the first run, but provides no real reason to keep going despite asking the player to do so.
I really hope this doesn't come off as harsh. I do think the game is good, but I also think whatever you make next could be so much better.
The criticism is appreciated, thank you for taking the time to write this comment! Originally, we wanted for there to be a intro to the game where it explains why the playable character has such a peculiar habit of digging up graves during the night and how that came to be. Unfortunately, due to the time limit, there were a handful of things we didn't get to implement, including that as well as different challenges and mechanics in the game.
We plan to continue working on this game and hopefully release a finished game in the future. The other developers and I had a great time with this project during the jam and will continue to flesh out this game. Thank you again for playing, and hopefully it will meet your expectations in the future!
We appreciate the feedback! As Sev mentioned, we had some systems implemented that the foundations are in place; however, due to the time constraints of the GameJam we were limited with what we could accomplish and some of these systems remained in their foundarional state.
We appreciate the kind words and constructive criticism and will continue to improve this game over time (outside of the game jam) and take this and all feedback into consideration when publishing a final product.
I can definitely relate to jam induced crunch. Good luck with fleshing this out and on future projects!
Also for game jams, I have a strategy of tiering the systems and mechanics I want in order of importance, and then gradually cutting the less important stuff that hasn't been implemented as the deadline gets closer. This way I'm able to polish the core systems a bit more, while leaving out things that are underdeveloped and might hinder the game. I started getting much better feedback and scores after switching to this system (though I haven't quite won a jam yet, so take it with a grain of salt).
The pixel artstyle is soo cute and retro. You did a great job. but the enemy hit box could be slightly bigger.
Thank you for the comment :D We appreciate the feedback and will take note of that!
Liked the pixel art and sfx a lot
Lovely concept and really fun gameplay :D
Beautiful pixel art and beautiful transitions between scenes