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Project - Totally not Double Dragon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How entertaining is the game? | #4 | 3.500 | 3.500 |
How original is the game? | #12 | 2.833 | 2.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
That was short but sweet! Love the art and I'm not sure what you were talking about the keyboard controls feeling weird when they felt fine for me, if you really wanted to make it better, right click for kick could of worked well.
I did like the lighting, something that's done well in the unreal engine.
Nice touch of a health bar above enemies and the dmg they have taken
Love the look of the health bar for the main character
However, there was some lag in some area's I'm not sure as to why when other's game ran smoothly, possibly something on my hardware end but it's strange since im running with a 3080.
Enemy bodies remained, meaning that the character would get stuck on them and that you can constantly kick the enemies even when down to infinitely farm points. I believe despawning the bodies after a certain period would help fix both issues of getting stuck on bodies and infinite point farming.
The lack of music and sound effects was also a little disappointing but all around great game.
Love the art, very well crafted overall. Controller was a nice touch but keymaps different to the guide at the start. keyboard and mouse was still playable and quite enjoyable at that. Sometimes player gets stuck when hit.
hey, thanks for the feedback I’d love to know what controller you were using all those we tested were correct our end. Thank you!
It was an Xbox One controller, seemed that A & B were swapped
We really liked the lighting and general look of the game. The game ran smoothly and the combat was easy to understand, however could've had a bit more depth and provide more obvious reason to kick/aerial kick. The pacing of the level was good, with a steadily increasing difficulty as you played through the increasing enemy count.
The blend of 2D and 3D felt a little off, sometimes it would look like a punch would connect but you would just punch the air. It seemed a little easy, which seemed like a result of the enemies attacking infrequently. A more varied enemy pool could've resulted in a more interesting way of increasing difficulty throughout the level rather than just increasing the amount of enemies. We also noticed a bug where you could farm score from the dead bodies and also the camera sometimes broke the 2D illusion.
In terms of originality, there could me more unique mechanics that broke outside of the traditional beat 'em up although the unique idea of combining the 2D and 3D artwork was very nice.
Hey i take your points, thanks for the feedback. The blend of 2D and 3D works fine the issue was the hitbox being too big- I purposefully made this larger to reduce the "Laning" issue that was present in the original DD games. Kick does more damage than punch and aerial kick does more damage than kick - as for the depth overall - Agree it would have been nice for me to have something more solid.
Unique mechanics are interesting given that almost everyone has just ripped off another game's mechanics - that being said I take the point and agree it would have been nice - I would have liked to focus more on systems implementation etc.
Glad you Liked the art!
Amazing art and aesthetic, I really enjoyed the mix of 2d and 3d, camera movement was really smooth and stopped your vision from getting obstructed which was really nice.
combat felt really slow and clunky which I didn't enjoy, I would like to see this aspect sped up and expanded on with combos and other mechanics
Yeah, original DD was slow and clunky as well - My issue is caused by slow animations that haven't been balanced yet =D ill see what I can do for next time, ty.
Stunning art, love the mix of 3d and 2d, Well done!
A really fun
Double Dragon cloneOriginal game idea ! It's well made and is visually impressive. The way that the camera is implemented is really fun and adds to the charm of the game. The combat is well polished and satisfying to do, and overall is a fun experiencea few issues that I found :
The first enemy clipping through the floor on my second playthrough onwards
An issue with the camera that lets you see out of bounds when the player is right up close to the camera
An issue with the camera clipping with the environment such as street lamps and the overpass
Enemies don't properly align to the player and wont hit the player
Other than those few minor fixes, it is really well done and a great play!
So laning is an issue with all games like this - enemy's do hit the player if you let them, you must just be a pro gamer!
Yeah, camera following is a hot mess. ill fix if i get a chance too.
Enemy clipping was an issue I have since solved and weirdly enough is a bug that only happens on the built version of the game.
thanks for the feedback and ill glad you like the game =)
I love the art style and direction of gameplay! Here’s some feedback on the overall gameplay, user experience, and any bugs:
thanks for the feedback.
Text was just the quickest way of giving you info, this is a dev build after all but I take your point. This game is built for use with a controller which I state in the block of text - I would remove keyboard inputs all together but I don't want to upset the PC master race, that being said I will switch the inputs to something more comfortable on keyboard, but in future use a controller it feels great!
Input issue is caused by animations canceling early and not pushing events on the last frame, I have fixed this is the latest build, but it's not uploaded yet.
I take your point about the death Anim replaying when you kick them, and this is just a case of me forgetting to disable the enemy upon death, that being said, I quite liked being able to just keep kicking them, its therapeutic!
Glad you liked the art.
Very nice lighting and environment. Camera was good in places but especially under the bridge, it is hard to see, very nice beam modelling though :). Adding some variety in enemies, level design would make it feel more immersive. Very difficult to lose since the player has a lot of health and upon death the player falls through the floor. The player is also able to just walk through the level so maybe limit progression until previous enemies are dead. Maybe an exit button on main menu or at the end of the game.
Thanks for the feedback.
yeah, camera is shocking, implemented it last minute so it's very unrefined. ill tweak this moving forward.
Variety would be great, but I was the only contributor, so I focused on the core gameplay systems and art hopefully ill be able to add more variety in the future. it's something I would have loved to do in time for the deadline.
Current difficulty is set super easy just for testing purposes ill tweak this for future builds and drink your tears when you do manage to die! ;)
Glad you liked the art work =)