Game looks great, but was very buggy. Enemies kept dying over and over and even hit me after dying a few times. The level seemed to unload so I could walk into areas that were totally black, and then they re-appeared. One enmy ended up in a loop where he was walking towards me but I could not attack him and not enter that square so had to take another way forward.
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Endless Dawn's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #117 | 2.462 | 2.462 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Endless level design,populated by Cuthulu inspired Cosmic horrors in an abandoned delapidated ruined are
Comments
Great submission! Very nice aesthetic, loved the feel of the movement and the overall atmosphere of the game.
Would have enjoyed a bit more combat death but in the end Cthulhus feeling invincible is more on brand anyway :P
Epic intro music. Excellent atmosphere. A clean but visually stunning aesthetic. Movement was nice and snappy. The robot models looked great. Combat was easy to cheese, though it meant I fell to my doom quite a bit. So, you obviously had thought of that. Lots of fun.
Cool game, I like the atmosphere and the setting but the gameplay wise it's really jarring, the combat are really long, not hard, they are just too long like a chore and the intricate exploring goes against the limited time you have cause of the falling tiles, other then these problems I like what you guys came up with it's really a game game if you know what I mean :')
The atmosphere, aesthetic and visual design are super cool! I love the cosmic horror vibes, the falling floors and of course your very cool Cthulu monsters. I had a bit of trouble with combat, as it was rather buggy (animations didn't line up with attacks even when dodging, they'd do a death animation and then pop back up to do it again). But otherwise, very cool game. Well done you all. :)
This is really cool, I could see myself playing this if it were polished. The floor falling mechanic was cool. The monster HP was too high, each battle lasted too long. With a really simple battle mechanic, I think short battles are best. I eventually stopped because I died for what appeared to be bugs.
The atmosphere and music are good.
I didn't quite understand what to do and where to go.
I walked a bit around a kicked some Cthulhu's asses.
The movement gave me a bit of a headache with the head bobbing but you get used to that after some time.
The combat is a bit buggy, you can step back at every attack, and enemies are stuck in animations, also the spear sometimes gets stuck in the attack animation.
I appreciated the settings in the menu, something I would have implemented myself.
The atmosphere and aesthetic were quite good, and there are a decent few mechanics I rather liked here. The floor where you walk crumbling on a time limit pushes you to keep moving, but also to be careful which turns you take as it is surprisingly easy to accidentally double back. Having your... sanity, I guess? drain with each step and replenish when engaging in combat also did a good job of discouraging simply ignoring and going around enemies.
However, the combat also felt a little janky due to the animations (the monsters stuttering between turning/attacking and taking damage/dying) and the buggy feedback on taking damage (the red filter would only sometimes come up, and one time it never went away). Also, sometimes there were grid squares I simply could not move through, and sometimes the collision of monsters didn't go away when they died (lost a very promising run to that bug). I think either a navigation mechanic for finding the talisman pieces or some other method of limiting how long the player can go without encountering one would also be a significant improvement - currently, it seems that the maze generation can simply not decide to give you one for rather extended lengths of time.
I recorded my full playthrough, you can take a look here if you would like:
I like the aesthetics and the movemetn was nice and snappy, but I didn't know what I was supposed to do until after reading one of the comments below lol. I thought it was just an endless "survive as long as you can thing". I found maybe one of the 4 items after about 8 minutes of play, so I don't know how long the game is supposed to be but I went a while without seemingly progressing.
I also noticed I took damage sometimes without any clear source, and sometimes without even a little red flash or audio cue. And sometimes the enemies play part of the death animation but not fully fall over.
Back to the positives, the enemy designs were neat, a sort of "Chad Cthulhu" look. And the layer of fog with the torches was some cool visuals!
Good work!
Loved the enemies' design and combat in general. Didn't really like falling through the stage while fighting tho (didn't really get the mechanic on why I fell?) still, really well made. Great aesthetic too! I wish I knew how to use 2 colors as well as you did....
Well done!
The black and white and fog made it a creepy atmosphere. The stepping and turning is tight. The head bob could be tuned down or turned off entirely. I kinda felt lost, didn't know how to heal or cure my sanity (through combat?) I didn't realize there was any real objective until I read the comments, realizing I should have read more of the submission page. I don't know if it's made so that you can get blocked by the falling squares, but I sure felt like they were pretty tough to see and if there was even a way out.
Solid foundation and could be polished for more substance.
Great atmosphere! I loved how you used an endless level. There was a moment after a fight with a monster that the floor gave way next to me and I wondered “I wonder if I’d fall through…” …and of course I did 😂
I had fun with this one.
Nice aeasthetics and atmosphere, music. I think procedurally generated dungeon hinders gameplay for this game. Game doesn't give you a sense of purpose. It throws you into a labyrinth. There's no map or compass. You don't know where you need to go. I saw in the descriptions you wrote that you need to find 4 talismans but still it's tiresome to wander all those same corridors over and over again, not to mention the enemies and collapsing ground which kills you frequently and forces you to start over the game. In your defense, procedurally generated levels are good way to speed up the creation of dungeons but still there needs to be more content in the game.
I think even with all it's flaws and shortcomings, there's definitely a potential in this game. Keep developing it after the jam. Good job and good luck!
The atmosphere was nice, but the graphics are a bit samey, so orientation is not as easy as I would like. The choir music in the background was great, but it needs more sound effects in the battles. Oh, the head bobbing was a bit too much for me. Else, solid entry.
It has a lot of potential! I really like the atmosphere and a lot of how the gameplay works. However I think it was unclear about how I was taking damage sometimes. Usually it showed the enemy animation, but at one point I was taking damage without any visible source while fighting a monster.
As a context:
I played the Web version and it seems like the graphics where hindered by that. Did you also use Godot? I had the same problem regarding fog. Godot somehow fe*** up the fog while running as a Web version :(
I really dig the atmosphere and black & white astetics.
I really liked the tight movement and control scheme. Felt really nice!
The battle was okay I would say. Sometimes the enemy would disapear in thin air or were not moving at all and got stuck it seems. But their attack was clear to read and one could evade if there was enough space, so that was nice! It would have benefited from some nice combat and hurt noises tho ;)
The enemy design was really nice. I love Lovecraftian lore and his monsters. Great job on that!
The floor desolving was quite interesting touch even though it was not fully clear why it hat happend but it gave a nice feel of Oh shit, I've to move
moment.
The music is very nice by itself. It remembered me a little of Lord of the Rings
. But I think the game could have benefited from a more eerie / sinister music considering the very dark scenario the game takes place.
I played a couple times but was not able to find the end. Is there one?
But regardless of my previous criticism, it was a very nice experience. Good work!
Hey there!, your right the animations are a bit janky but ran out of time to correct them!, I did use Godot and volumetic fogs apparently a bit nono on the web, i did try combating it by using the crappy fog for the web version but it looked kinda crappy compared to the full version
thanks for playing
Great atmosphere! Definitely nailed the cosmic horror.
The darkness, fog and choir music is all very effective, and the movement felt very nice.
I felt a little lost at first, and I never quite figured out how the falling floor worked.
I think I was missing the little cubicles with the amulets inside one my first couple of goes.
But once I found the first, and guess that the environment was looping, and I could probably find them in a cross formation, I did pretty well. By good fortune I stumbled across the monument not soon after.
The main issue for me which took some getting used to was the enemy animations.
They could still be executing an attack even when it looks like they're reeling or even dead.
But I like that you had to balance avoiding them and confronting them to maintain your movement bar.
There are other QOL things like in-game prompts, context and maybe a restart button.
(I got trapped in a nook after some wall fell in my first video).
But all in all great entry!
Here's my recordings: Endless Dawn pt1 by Z Soft Games
If the UI looks too big, that's because I squashed the window to lower the recording file size.
The constant darkness made it hard to discern the pitfalls and orient myself, but the atmosphere is really nice!
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