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.
Leave a comment
Log in with itch.io to leave a comment.
Comments
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.
Have you tried going through the doorways in each side of the map?
Yeah, I tried the four directions. Got a progress once after trying it again then went back to the first seed lol. So need to find the other one again hahaha.
Great game!
It'd be nice if it's shown you were hit. I was playing and suddenly I died, because I didn't notice that my sanity is low. Lol.
Also maybe mana would make it bit harder, so you couldn't just spam *click*.
Overall - great game :)
I am really impressed with this game! It has everything! Atmosphere is just perfect!
The first action game I've been able to play this jam, which is a nice change of pace. Definitely an interesting way of approaching it and some interesting mechanics at play. Although the combat was a bit easy, mainly since all the enemies get stunlocked.
It can be a bit more difficult with more. I did at one point think one of the enemies was a ranged enemy and I feel like that might've done something to help with that issue ? I'm not sure because it could mess with the combat balancing, but maybe?
Movement and everything felt alright, though I do have to say the jerkiness of the dashes "recovery" was a little weird, since it stopped your quite quickly without any sort of feedback. Though that may have been down to me spamming dash to allow me to hopefully move faster at times.
Otherwise though I do think it was an interesting puzzle to figure out how to get through the game. Though it would be nice to have a clearer introduction to the mechanic of finding secrets (spoilers just in case) with the blood of the enemies. Plus I do feel like there were quite a few times where the difficulty didn't come from the enemies so much as it came from the randomization of the placement.
Or from the fact that they tend to dash around a lot, and the range seems to be just right so that they will be over the info, and dash all the way past it. Some sort of short dash could possibly help? Just allowing you to kite them to a specific location easier? Cause I ended up using the fact that you can push their "corpses" around the map.
Which definitely helped, though it was always a bit of gamble as to when they would "resurrect" so I had to be quite careful about it. It does add a bit more difficulty the fact that they resurrec though, mainly when thjere's a lot of enemies, endlessly stunlocking them stops being a viable strategy quite quickly.
Overall though, an interesting interpretation of the theme, tho I'm still not sure if I got it. As well as a well executed game with some interesting setup and what seems to be quite the difficult end. Hoping to head back to play that.
The use of blood to give a sense of place and also the directional hints was a cool idea!
Is it... over? I killed the final boss (offscreen) and nothing seemed to have happened.
Anyway! This was an enjoyable experience. The combat was chaotic, yet easy and satisfying if you realized how to properly kite (and hold RMB). The general look and feel of the game was really cool. And I generally enjoyed the theme of the killing to show the route, albeit a liberal interpretation of the theme.
The hidden messages however... Oh boy. This is one of those situations where I want to say I like it, as everything was there for it to be awesome. But the execution was... pretty bad on a few levels.
As a fellow dev, it was clear to me that every little blood splurt was an object, and with 10 skellies killed, things got extremely laggy. I felt this was fairly unnecessary. I think one could've gone with particle effects for the large explosion, plus a few blots on the floor, and one larger pool (perhaps growing a bit over time) in the middle where they were killed. This would have drastically reduced lag and also increased readability with larger texts. Which reminds me. Some texts were just entirely obscured because of the tiles on the floor, and the blood splatters hiding under there.
In the end, I only ever managed to read the directional texts before being overcome with lag, which just made me sad.
The final boss was actually engaging, until he killed me with an attack I wasn't aware I was supposed to stop with a melee attack. This could've been avoided by prepping the player with different types of enemies that are immune/resistant to either the melee or ranged, and giving them some graphical identification that would be reflected on the boss (a particle effect and/or sound when a ranged attack hits but does nothing).
Pardon the wall of critique, I hope it wasn't too harsh. I genuinely did enjoy the game, and the more I enjoy these games, the more thorough I critique it, because I can see the potential.
This is all very fair feedback. Yeah, the blood particles are indeed all their own gameobjects. I did try out with using particle effects at first, but couldnt figure out a solution in time to get the intended feature of them staying on the map after changing scenes. That and for the blood to actually look like blood splatters, and dropping blood based on the damage taken per hit. These are all things that i intend to optimize in future, but couldnt because of the time limit. The player conditioning of a melee/ranged resistance mechanic is a good idea that can be implemented into the regular elite enemies. Though a simpler solution of just playing a “immune/blocked” sound effect when shooting a clone would work as well.
Love the design of the characters !
The sound design and textures are really nice. The two weapons pair together really well and are pretty intuitive. The progress bar was a little small and I didn't understand what it indicated at first, but it works well. The final boss was really difficult, honestly I couldn't defeat him after a couple tries. The phase where he copies himself and fills the screen with projectiles goes on for kind of a long time. Overall pretty great game, it's nice.
Check the gravestones if you haven't, there's some funny stuff on them.
Glad you enjoyed it! And yes the clone attack, basically that phase goes on forever until you melee the real clone to reveal the boss. This will also instantly destroy the other clones. So you have to either get lucky and guess the correct clone or get rid of the fake clones fast before it becomes too much of a bullet hell.
What a game! I love the visuals, they are amazing, great work!
I just rated your game, maybe you can do the same on mine ^_^
Will do once i have the time, but kinda busy irl now! Im definitely gonna have to play everyones game here, or at least try my best to whenever im free!
This is really nice. I love the ambientation! Would like to see if you decide to develop this further!
Really cool man !
Fun to explore, nice job!
But where does the blood come from :O.
its not real
Cool game ! loved the graphics , blood effect and dark souls sound effect :)
Great job!
I love this type of games. I enjoyed it spent some time on it.
Things I loved:
-Tutorial part where you show us how to play. Also inworld sliders for volume etc
-SFX when you enter new area
-Over all fighting mechanics
-Font used for descriptions
-Random maps occure every start. Which can evolve into a rogue like
Things I disliked:
-Movement. It would bug and gets stuck.(Caused by RMB attacks)
-Probably on purpose but enemies are not rendered within the camera scene.
Could you describe the movement bug in more detail? Is it where you get stuck moving in 1 direction even after you release the WASD input? I wasnt sure if it was just my keyboard being broken when testing lol.
And yeah the rendering thing is intentional. It basically acts as a light radius around you, so you arent supposed to see enemies that are in the dark. Im gonna experiment with lighting post-gamejam to make the light match the radius as much as possible and just fix the overall lighting issues with the game. Lighting is still very new to me since this is my first 3d game heh.
Really cool game ! I love your "Press F" reference ah ah. Great choice of music and graphics as well !
Just amazing. A really good game! You should have more rates than this! The combat is simple yet good, nice graphics (except for some shadows problems and the colour of the enemy projectile blending in with the blood. Don't really know what else to add, this game can even get its own speedrun category. Also the boss can shoot through walls, which ramps up the difficulty by quite a bit when he uses his shadow clone jutsu.
nice walk and combat. Took a while to find the very first exit, but then was fine.... but, why do skeletons bleed? :P ... didn't make it to the end, maybe it will be revealed then?
cuz spewing blood looks cooler than spewing out regular coloured fluids
The Combat and sounds were nice, cool game
The combat feels crisp and satisfying. I think you could've made the exits look a little more like exits, it took me a while to figure out I needed to walk through them.
The mechanics are well polished, I liked it.
The combat feels crisp and satisfying. I think you could've made the exits look a little more like exits, it took me a while to figure out I needed to walk through them.
The mechanics are well polished, I liked it.