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Journey of souls's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
VISUALS | #640 | 2.582 | 3.333 |
OVERALL | #800 | 2.066 | 2.667 |
DESIGN | #833 | 1.936 | 2.500 |
THEME | #867 | 1.807 | 2.333 |
INNOVATION | #868 | 1.807 | 2.333 |
MUSIC | #1033 | 0.775 | 1.000 |
SOUNDS | #1039 | 0.775 | 1.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I really like the visual style you went for! I was a bit confused about how to play or what the two health bars did. But really cool dude! sadly no music :[
I know there's a lot of stuff missing like a tutorial and sounds. I crunched the last day and I barely finished the game. Sadly, there was no time for music and stuff...
Super cool visuals and particle effects! I wish there was more feedback when hitting/getting hit by an enemy =)
Keep it up!
Thanks for the feedback. I'll add soon some more player feedback and other stuff that's missing. I had time problems and stuff, that's why it's extremely unfinished. :)
I like the idea of doing voxel graphics I also like the procedural generation. But I agree with pandekage and I also think the first room shouldn't have enemies. The first time I played I took damage because I wasn't expecting to be thrown into combat so suddenly.
Thanks for the feedback..right, I shouldn't put enemys in the first room, there are some bug fixes and changes coming as soon as I can update the game.
Love the voxel grapics, but the game is missing some sound and music. i also would have liked some better combat mechanics.
I know I didn't have enough time to add sounds...can you please specify what you mean by better combat mechanics? Is hit feedback enough or should it be changed in general?
Sure, maybe a ranged attack or a charge for the sword that would make the sword bigger and deal more damage, or maybe some magic, the game does have a fantasy game feel to it.
Those are some really good ideas thank you :D