That is a really nice-looking game, very good use of assets. I'm not sure how much of the assets are from you or from a bundle but they are very well integrated, I can't really recognize them. The ambiance is great and most of the character movements are very smooth. Sound FX and music are good too. Bonus point for the menu, nice touch. I'm not sure about the lost soul quest, since I did not really find any of them or maybe I did not understand how to collect or free them. However, this is a very good game for a game jam, great job!
Thank you very much for trying it out! Most of the assets were from Synty Studios, which is why they integrated together so well. 🙂 Every time you killed an enemy, you collected a green or red orb, that was the ‘soul’. When you die, all these souls are released back, to go possess other victims. I should’ve made it more clear that they are souls, but time constraints and skill constraints. 😄 Thank you for the feedback!
First of all, well done! Creative interpretation of the theme and it has a really nice look to it. But I have to admit it got a little tedious after figuring out that it's just the same attacks again and again. I think adding a variation of the non-boss enemies would be beneficial, but they would need to be visibly different. Like different size, or different type of weapon, so you would be able to anticipate the different attack pattern. Else it was just: let him come, block, hit, hit, hit, enemy dies, move a bit forward, let him come, block, hit, hit, hit, enemy dies, move a bit etc. Having several ones coming at once made it definitely more challenging, but it also felt a little unfair as it seemed quite random with overlapping attacks and holding the block throughout felt like cheesing it. Also it seems like the player always pushed the enemy forward during attacks, so you would eventually end up with multiple enemies stacked, especially in the last boss fight, suddenly I had 3 minions and the boss fighting against me... Sometimes I used the kick, then blocked and made a normal attack, but instead another kick was made.
Despite that long list of notes, I still had a good time. The background art was really well done, and I liked that you used modular enemies, that kept it like you were actually going after different souls.
I totally agree that fighting gets boring quickly since there’s a lack of variation. I wanted to do combo attacks, and different weapons and fighting styles for the enemies, but as you know, time constraints. 😄 The fact that I also got bored with the fighting means a lot, haha. It’s true that you push them as you attack, but you can also move backwards to mitigate that. Yes, the animation transitions have some weird issues, so as you said sometimes an attack or kick is done on its own. The combat is one of the main aspects of the game and I wish I could’ve focused more on it, but that’s what a game jam is there to teach you. 🙂 Thank you for the feedback and for trying it out, really appreciate it! Glad you still liked it.
You can move backwards instead of moving forward, but in my playing experience, the enemy will always hit you when you do. I might have been just unlucky though
yes right, it’s not easy, it depends on which enemy it is, and you have to time it very well, something probably only the game developer himself can do. 😄 Your feedback helps though, thank you very much.
This was pretty fun to play. I made it pretty far with just a sliver of health lol. I think some people would like a checkpoint or some health pick-ups (idk if the permadeath was a feature or not) , but I personally like the permadeath feature. Also, I do like your reimagining of the Grim Reaper.
Once you know how the timing of the enemy attack works, you can actually complete the whole game without getting hit. I would need to make some kind of stamina bar so you can’t always just block and more randomization on the enemy attack intervals. A checkpoint would be a good idea! Maybe better to give the option of permadeath or ‘easy’ mode though. I also considered healing the player a bit when collecting a soul. Thanks for the feedback, I’m glad you like it. 🙂
Really fun game Duane! loved the backgrounds and environment that you created. And the music and sound effects worked really well. I think sent at least 20 souls back to hell!
Comments
That is a really nice-looking game, very good use of assets. I'm not sure how much of the assets are from you or from a bundle but they are very well integrated, I can't really recognize them. The ambiance is great and most of the character movements are very smooth. Sound FX and music are good too. Bonus point for the menu, nice touch. I'm not sure about the lost soul quest, since I did not really find any of them or maybe I did not understand how to collect or free them. However, this is a very good game for a game jam, great job!
Thank you very much for trying it out! Most of the assets were from Synty Studios, which is why they integrated together so well. 🙂 Every time you killed an enemy, you collected a green or red orb, that was the ‘soul’. When you die, all these souls are released back, to go possess other victims. I should’ve made it more clear that they are souls, but time constraints and skill constraints. 😄 Thank you for the feedback!
First of all, well done! Creative interpretation of the theme and it has a really nice look to it. But I have to admit it got a little tedious after figuring out that it's just the same attacks again and again. I think adding a variation of the non-boss enemies would be beneficial, but they would need to be visibly different. Like different size, or different type of weapon, so you would be able to anticipate the different attack pattern. Else it was just: let him come, block, hit, hit, hit, enemy dies, move a bit forward, let him come, block, hit, hit, hit, enemy dies, move a bit etc. Having several ones coming at once made it definitely more challenging, but it also felt a little unfair as it seemed quite random with overlapping attacks and holding the block throughout felt like cheesing it. Also it seems like the player always pushed the enemy forward during attacks, so you would eventually end up with multiple enemies stacked, especially in the last boss fight, suddenly I had 3 minions and the boss fighting against me... Sometimes I used the kick, then blocked and made a normal attack, but instead another kick was made.
Despite that long list of notes, I still had a good time. The background art was really well done, and I liked that you used modular enemies, that kept it like you were actually going after different souls.
I totally agree that fighting gets boring quickly since there’s a lack of variation. I wanted to do combo attacks, and different weapons and fighting styles for the enemies, but as you know, time constraints. 😄 The fact that I also got bored with the fighting means a lot, haha. It’s true that you push them as you attack, but you can also move backwards to mitigate that. Yes, the animation transitions have some weird issues, so as you said sometimes an attack or kick is done on its own. The combat is one of the main aspects of the game and I wish I could’ve focused more on it, but that’s what a game jam is there to teach you. 🙂 Thank you for the feedback and for trying it out, really appreciate it! Glad you still liked it.
You can move backwards instead of moving forward, but in my playing experience, the enemy will always hit you when you do. I might have been just unlucky though
yes right, it’s not easy, it depends on which enemy it is, and you have to time it very well, something probably only the game developer himself can do. 😄 Your feedback helps though, thank you very much.
This was pretty fun to play. I made it pretty far with just a sliver of health lol. I think some people would like a checkpoint or some health pick-ups (idk if the permadeath was a feature or not) , but I personally like the permadeath feature. Also, I do like your reimagining of the Grim Reaper.
Once you know how the timing of the enemy attack works, you can actually complete the whole game without getting hit. I would need to make some kind of stamina bar so you can’t always just block and more randomization on the enemy attack intervals. A checkpoint would be a good idea! Maybe better to give the option of permadeath or ‘easy’ mode though. I also considered healing the player a bit when collecting a soul. Thanks for the feedback, I’m glad you like it. 🙂
This was really good! It was fun beating up the enemies.
Thanks for playing it! 🙂 I’m glad you enjoyed it.
Really fun game Duane! loved the backgrounds and environment that you created. And the music and sound effects worked really well. I think sent at least 20 souls back to hell!
Thanks for trying it out! The lord of hell thanks you for returning the souls. 😄
It’s been an amazing week of learning and progress! Phew!