Great game rated it if you can please rate my game too
Play game
Mystic Graverobber's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #198 | 3.532 | 3.532 |
Game Design | #203 | 3.617 | 3.617 |
Audio | #206 | 3.447 | 3.447 |
Overall | #299 | 3.397 | 3.397 |
Graphics | #313 | 3.681 | 3.681 |
Innovation | #384 | 3.191 | 3.191 |
Theme | #644 | 2.915 | 2.915 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
Your sense of direction is not real. We took inspiration from the concept of Zelda’s “lost woods” level where the area is a maze of multiple rooms and taking the wrong direction will bring you back to the start. Players will have to figure out the way through either trail and error or uncovering clues to help them on their way.
Did you write all the code and made all the assets from scratch?
Code written on our own from a team of 2 programmers. Assets from KayKit Assets pack, music from Ross Bugden on youtube, since we kinda lackin in the artistic department and this is our first 3D game.
Comments
This was such a neat mechanic. It was clear at first, but once you got the hang of it, it was blast. I was unfortunately unable to progress past level 5 since it brought me to a looping stage 1. But it was fun while it lasted. Also, I would love to see enemies getting more aggressive once the direction is uncovered to a bit of spice to the mix.
Really fun game I went for two playthroughs and almost managed to kill the final boss, The blood mechanic was pretty nice, i didnt really get it at first but once you start seeing the messages it all becomes more clear, on thing I would add a health tombstone in every stage at least 1 and maybe add a blur effect for the border of the sight circle to make the enemies appear more smoothly.
But yeah great work, and really cool boss fight keep it up
Wow!! Gorgeous game with awesome graphics and really clean gameplay! Feels super polished and the design and scope of what you accomplished for the jam is very impressive! Great work!
Very clever balance between fun gameplay mechanics and using hints to maneuver about the levels! played at https://twitch.tv/hedgein ! Thanks for stopping by stream <3
I LOVE the tutorialization stage with the controls printed on the map! The art is super cute, and the character and enemy movement controllers are really well done (although the enemies were so slow and respawned so frequently that I just walked around them). But having to restart from the beginning every time you make a mistake is a big turnoff for me.
Very nice-looking game, loved the polish and the easter eggs,
the graphics are really well made, and the music choice is nice. The idea with the blood stains is really cool.
Really good game,
Great job!
Just an amazing games. I specially love the Easter eggs hidden everywhere they bring it to another level for me. Also, imagine knowing what west/east direction is right? :D
Really cool game. I liked the limited vision effect where enemies further away don't appear until their close by. A suggestion I would say is make it so that there's a cool down or reload mechanic when firing as I could just force my way through the enemies with little challenge. Aside from that very well put together!
well put together looked amazing and was fun to play. the enemy disappearing when they were a bit too far felt a bit weird but nonetheless great game and even a boss battle!
Would you like to try our game too? You can compete against all the players and put down your own highscore.
Battleroyale was a bad idea..
-Here lies Battlerite
The gravestones are funny :D
Its a fun game with a cool boss battle, it took me way too long to understand the mechanic with the blood stains tho. In the beginning i was just guessing, maybe a hint towards the existence of that mechanics could help a bit.
Overall a good submission, congratz!
Thanks for playing, and I hoped you enjoyed it!
I do feel that there were many factors that led to the poor execution of the mechanic, and needing to make decisions and compromises in a time limit during the design phase led me to not having the game exactly the way i wanted it to be.
Originally, I intended to make players solve the puzzle through trail and error, getting lost and slowly finding your bearings by remembering directions and landmarks. The text mechanic was supposed to reward players with a guaranteed right answer for uncovering a secret. You may have noticed that there were two types of secret text that may appear: directional text and “lore” text. The directional text were supposed to be randomly spawned in fixed locations, and lore text were supposed to be spawned in a randomly selected position selected from the ground’s “walkable” mesh.
We got some friends to playtest the game on the last day and they ended up being too distracted when accidentally uncovering a lore text, and was completely misguided by it and thought that the entire game was just the first map you spawn in. I do feel that the map ended up being too big for the “trail and error” design to be intuitive, but after over 20 hours spent on making the maps, it was kinda too late to revert back to smaller maps. We ended up just making the random text spawn adjusted according to the difficulty scaling, so at earlier stages there is more direction text and less lore text, at later stages there is less direction text and more lore text. This made it so that players wouldnt lose sight of the objective of the game if they uncovered a lore text in the earlier stages of the game before learning that they should be advancing through different doorways to progress. Honestly, the entire mechanic of random text spawning in walkable areas could have been scrapped to make a clearer, understandable game. But so much effort was put into making it that we really wanted it to be in the game.
In the end, it was just another case of overscoping and not having enough time to refine the game. Im still extremely glad that players are still able to go through the entire game on their own, though with some confusing moments. I guess keeping to the design philosophy of “show not tell” was harder that I thought.
It's a nice idea, pretty good combat system, love the art style and the atmosphere, along with the creepy music... However, it feels like all I'm doing is just memorizing the map, going through different doors hoping they are correct, there is almost no point in killing enemies. There is also no feedback for when you get hit, maybe add a screenshake or red particle effects? The boss was actually also pretty hard when he does that thousand fireballs move or whatever, didn't manage to beat it. Great game! Also F for amogus
One of best looking 3D games in this game jam, love the music in this game, it took me a while to notice that the skeletons actually come back to life. One thing about the gameplay, it seems to me that there's no reason for me to use the melee attack when I can just keep spamming the ranged attack, I think it would be good to have some sort of cap on that so that the player has to get into melee range and risk getting hit by the enemies, the boss was great. Great job overall, I know how hard it is to create a 3D game compared to 2D game.
I really enjoyed playing the game. Also the hidden text was a really cool idea! At the end, when I won the boss battle, I just stayed in the arena. Was it supposed to end like that? It felt kind of anticlimactic.
So many things to love about this game: the atmosphere (music fits perfectly), the little details like the blood particles when you kill a skeleton, the sounds (especially the Dark Souls bonfire lit sound lol, I was dying when I heard that.
So much to like here! One of my favourite entries in the jam!
A fellow 3d game dev hahaha. Good job on the game. I'm a little bit lost on what am I going to consider as progression and I think I've been around the same area for almost 10 minutes nothing new happening except the skeletons or maybe I'm just poor at exploration. The camera clips the skeleton at a certain distance which is not equal to the light range of the player. This can cause confusion because something might be hitting the player but they can't see the whole enemy.
Still a great game.
Leave a comment
Log in with itch.io to leave a comment.