Great game! Cool mechanics and optimization. Well-chosen musical effects)
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Whomst 2: Diving Deeper's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #66 | 3.970 | 3.970 |
Audio | #75 | 3.606 | 3.606 |
Overall | #98 | 3.500 | 3.500 |
Innovation | #111 | 3.364 | 3.364 |
Game Design | #145 | 3.424 | 3.424 |
Fun | #174 | 3.333 | 3.333 |
Theme | #337 | 3.303 | 3.303 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player needs to go skydive deeper underground. On the way, they encounter harder and harder bossfights.
Did you write all the code and made all the assets from scratch?
Yes, except the sound effects which are from zapsplat.com
Comments
It looks nice; with the amount of VFX, it's an acvievement that even the 1st bossfight was so smooth in web (Chrome). I think bosses (or at least the 1st one, I couldn't get past him) need some sort of damage feedback or at least health UI - the player attacks look kinda abstract, and it's hard to understand whether I even land a hit.
The game looks really good, it was fun, and it seems like it could have a lot of potential, though I had a few problems with the game:
1. It was unclear when you hit the boss, or when the boss hit the player.
This could be fixed by making a more obvious sound for when the player gets hit and having some sort of screen effect, and making the boss have a health bar instead of a health text box would make it so you see the health bar go down instead of a small number in the bottom of the screen
2. The screen is very cluttered.
This could be fixed by making the game either third person or a top down game. The game seems like it would be much more fitting that way.
3. Calling a projectile weapon a sword doesn't really work.
I thought I had to be right next to the boss in order to hit them with a weapon called a sword, so I did not use it my first run due to the bosses never being within what I thought was melee range. Calling it anything other than a sword would fix this I think.
If these things were fixed, I could say this was one of the best games in the jam, though these three things made it not as good of an experience for me.
When the player gets hit there's like a 10 frame long hitstop, alongside a huge vignette, a lowpass filter, a decently loud sound effect, screen distortion etc. Not sure how else would I make it more obvious for getting hit.
When the player hits the boss, there's a ~3 frame hitstop, a sound effect, decently visible spark/explosion particles and the UI pulses, indicating you dealt damage. Again, not sure how I would make it EVEN MORE obvious.
For the cluttered screen thing, 3rd person would make aiming hell but ok, top down is not really an option for 3D, and I don't want to make 2D. I raised the FOV to 90 to make the arena more visible and less disorienting, not sure which part you say is cluttered in a bullethell game.
Terraria calls their swords swords even tho they shoot projectiles, so why can't I do it? What name would you give it then?
Sorry if you took my comment the wrong way, though it sounded mostly negative, there was a lot of good things in the game, I just find it easier to tell people about feedback than other stuff,
I'm not sure how the hit indicators weren't more obvious to us, though my friend who played the game shared my original thoughts on this, though we might just both be stupid.
Wanting to keep the game first person makes sense. I think our main issue was not clearly being able to see if we were a spot that would be attacked without looking down the whole time. This point may be a skill issue, but also seems like something that could be implemented somehow. Not sure exactly how.
Edit: See Risk of Rain 2 for third person aiming, it does work.
Didn't say you can't call it a sword, but it seems like other people have also been confused about it being called a sword. You also see the projectile in Terraria due to the 2Dness of the game, whereas in this it looked more like melee particles to me. If there was somewhere stating it shot a projectile, calling it a sword would be fine. Name ideas I thought of while typing this are: Projectile sword, short ranged attack, something gun. They're not great names, but I also only spent about 15 seconds thinking of them.
I remember sitting on discord having done nothing and you being done with four bosses haha.
I enjoyed the game and i feel like it would do well as a semi-rhythm game, few things to change but overall i enjoyed throughtly, the movement feels good, but sometimes i had no idea if something hit me or not or if i've hit something with my shooting attack.
One more thing, after the bosses health goes to zero instead of continuing the fight the boss should dissapear and the platform should fall faster until another boss...
The audio is amazing, the boss designs and their attacks are cool as fu*k, this is one of the best games of the jam!
There were plans on adding leaderboards for damage dealt, so that way the negative health would have made sense, but time issues lol. Another issue with just skipping to the next boss, is that the phases are time based, not health based. This would make the game incredibly easy, because you could just charge hit the bosses a couple of times and skip to the next boss.
5 STARS ACROSS THE BOARD!
Things I enjoyed ✔️
- The movement feels so clean!
- I enjoy the different charged shot and regular shot, I like the risk reward idea.
- The sound design feels great.
- I love the different boss fights!
Things I would like to possibly see with your title. 🤷♂️
- Honestly all I can think of is just giving the player more time to dodge, because I felt like it was very difficult to dodge, at least for me.
Overall 📓
I enjoyed playing your game, you did a great job on this one! I cant wait to see what else you are going to make in the future!
The game is super pretty but it just lacks a lot of clarity on what exactly is going on. How far away your attack goes, how much damage it's doing, if you take damage, when you clear a level vs if you fail it, it's all kind of confusing and gets lost in the mishmash of colors and lights. I think this game would've been a lot better if you just used a projectile the whole time, using the sword makes it frustrating to hit the boss, as it runs a little faster than you so you feel like you're just chasing it around with a stick for minutes on end. Still, I think this is a wonderful base for something great. A review and play back would be much appreciated!
The game is visually pleasing, and the audio was amazing, my only issue is that I was confused on what to do, I was shooting at something, but I wasn't sure if that was the boss or not 🫠
But overall, the game is amazing maybe after the jam you could polish it a bit by adding a tutorial maybe a menu to see he bosses, and ship it as a mobile game!
This game is simply incredible. I personally love bossfight games, and this one combines cool sfx with original bosses. It sometimes is a bit straining on the eyes, and I didn't immeadiately get used to the first person feel (in the first arena there are few reference points as the skybox is just a starry sky and the arena is just a glowing line so i got a bit lost), but I quickly got used to it and accepted it as the vfx-heavy game it is! Pretty trippy to say the least, I hope there will be a Whomst 3 one day! :D
I had a lot of fun playing this! I just had trouble understanding how exactly to damage the boss andwhat the boss was exactly:)
This game is extremely visually pleasing and satisfying.
Just a note tho: F5 isn't really a nice key to press for webgl (when adjusting sounds)
Also maybe a sound fx for getting hit, and maybe a indicator for when the attack deals damage? (For example the first boss could have different colour for the beams of light when it's about to deal damage)
Other than that good job, can't wait for Whomst 3
The game is fun and satisfying to play, with nice sound effects, and music, You really do not know when you will get hurt but it's a fire game nonetheless
It was happening even in the tutorial area, but became more pronounced in the transition and then at the boss fight. So It may be that I am lagging or maybe my mouse is too sensitive and it jitters, not sure, again it could just be a skill issue or lack of sleep.
Litterally got 3 hours of sleep last night. XD
This is top notch game for me already. Visuals are great, sounds are great, MUSIC is great, gameplay is fun (but a bit hard for me personally, I didn’t manage to make it past 2nd level). Attack feedbacks isn’t that great though, but overall it’s absolutely great entry
Amazing game. it looks amazing. sounds amazing, and just is amazing, and really hard. I did hoewever never use the left mouse button, since its just not as strong as the charge attack.
Had a lot of fun playing it. Keep it up♥
the game looks absolutely amazing, it’s really fun, has some awesome audio, but there’s not a whole lot of feedback for when you’re about to be hit, only the hitstop afterwards, and the movement feels a little bit too slippery
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