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Game's Take on the Theme
Wield a crescent moon scythe designed for spin attacks and attempt to escape limbo to regain your body.
Did your team make the majority of the art and music during the jam?
Yes
If not, please link to any asset packs or resources used here.
https://www.kenney.nl/assets/particle-pack
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Comments
Very cool game! The overall vibe was very interesting. I liked that there was some exploration but for others it might be a bit too much to get to the boss. If there were multiple bosses you could find in different parts of the level the exploration would be a really good addition. It does seem like more was planned in terms of bosses, judging by the different buildings, multiple checkpoints and the cat statue. But only so much can be done in a month, so it's totally fine. The boss itself was fun to fight, even though it only had 3 attacks.
Nice platformer! It was fun to figure out how to pass to the boss.
Good controlls for gamepad, but it could be nice to have the possibility to change the camera rotation speed.
I like this player character model, but the boxes enviroment breaks the visuals.
Boss is too easy to predict I found the way to beat him on the first time. The hitboxes are not in sync with animations but it doesnt matter. The worst part of it is how long this fight is without aby changes. While it can be exited battle, this make the fight a bit too boring.
Thank you for the feedback! I wonder you have any ideas for make levels better? We settled on using CSG (Constructive solid geometry for levels) and triplanar global texturing mapping as a base and tried to break it up with as many assets as we could. It was the fastest and most itteratable. Tried grid maps as well. The problem with modeling levels directly is setting up the collision was difficult. In blender you can use the -col to end of objects to auto generate collison but then had issues with too much collison checks which could cause lag! Would love to hear your advice. Also should have made boss have second phase lol to spice things up. tricky in a jam this length to add too many animations lol. Maybe making each attack faster will make him more of a challenge. Thank you for the play!
First of all, maybe the issue its not the square models, but the texture.
Tiling
https://gyazo.com/74f77687236fe67c70c33c0d7eee1814
Texture blending
https://gyazo.com/3fffea6afb45f56c88e1186473d89f95
and over all the character model, and some other models on the map had the fuzzy texture
https://gyazo.com/247e633af07644eb0c8a14b357f8095f
something like this
https://gyazo.com/43fc35de35df4d8bbbbc113df7b9033d
but in dark fantasy style (btw ToonCar is a good reference for models shape imo, but maybe your should looks a bit more spooky)
But these square walls uses more realistic style brick texture, which seems like from the another style game.
https://gyazo.com/217a61ccc2998c9690a9a4e769ad941
and this seems off.
About the boss. I feel like there should be an attack, that is quite hard to dodge, so it will serve as a time limit. Noone will want to let the boss use this ability too often, so everyone will try to speed up the boss when he is easy. Speeding up things makes the mistakes.
Also, it will be more fun if there will be a possibility to deal more damage by doing something. For example hitting weak spots, or a heavy attack but with long recoil, or a poise bar on the boss.
And its only my opinion. Over all good job!
Oh I see more so is an issue with uv mapping and triplanar texture with texture seams and blending. Yea I think only way to fix that would be to model environments in 3d software so can properly unwrap them as godot doesnt have built in functionality for that. And use a more toon brick texture... Thank you for the feedback!