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Drum's Roulette: Demon Hunt's itch.io pageRate this game
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Game's Take on the Theme
SPIN, Spinning Drum to change your ammo
Did your team make the majority of the art and music during the jam?
Yes
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Comments
Love the art style, Derek doesn't mess around!! I think the game could benefit from more visual effects like Derek getting hit and or some effects to show the effect of the spin
Hi There! Rated! ;)
Great! Art and visual style is 5/5!
Thank you if you also check and rate my project.
All the best! :)
The artstyle reminded me of Gravity Falls somehow, quite well made, its nice, also I like the mchanics, to get coins to be able to use the roulette and then get the weapons, its a nice take to the theme of spin, I rate graphics on top but I like everything, also if you can, please rate my game, thanks!!
Bro, how come we made exactly similar games, without even knowing? Collect coins to spin a fortune wheel to get weapons, it's really cool idea isn't it? But this game needs a polish. It lacks of sfx, fortune wheel spins for too long, and bosses projectiles cause no impact but kill you really fast. And i have no idea why this game requires 430mb, besides being made in ue5. I liked the visuals though, they are great.
P.S. idk who is Derek and what did he do to you, to get added to the game like this, lol
When I started the game, I didn’t expect things to kick off so fast. But Mr. DEREK immediately made everything clear. Mr. DEREK wasted no time telling me that this is not a place to relax. Because DEREK never misses. And you do. Every time you try to stop the reel – you’ll miss. And DEREK won’t just let you find new tokens for another spin.
Honestly, it was fun to watch. The visuals are pleasant, and the music set the pace. The only thing I felt was missing was some feedback when the character or DEREK took damage—maybe some effects or sounds.
We'll kindly hand this over to Mr. DEREK. Player feedback is our top priority for the next update, and we'll definitely make the game even more exciting and enjoyable to play. We'll also work closely with Mr. DEREK to fine-tune the level of challenge and ensure a balanced experience.
Thank you very much for your feedback, sir!
what was the engine?
We used Unreal Engine 5.5
Art style is cool, if you stand behind one of the pillars you can just beat the boss without moving.
Ye, unfortunately we had no more time left to make the boss more complex in terms of abilities etc. We plan on having the boss to cast specific AoE abilities that forces the player to keep moving. So the pillars will guard the player from the fireballs but not from other abilities.
This boss is the biggest stack of HP I found on the west coast xD More seriously, this is pretty good for a first prototype ever. What I could advise is to make the combat a little more lively with camera games, particles, and sound effects !
In our Mind we planned that the boss fight should be 3-5 minutes. We calculated the HP but we did not think about that the player needs to move from time to time therefore making the bossfight way longer :D What do you think about the mechanic itself?