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Individuation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #16 | 2.429 | 2.429 |
Technical | #18 | 3.000 | 3.000 |
Graphics | #21 | 2.714 | 2.714 |
Overall | #25 | 2.286 | 2.286 |
Polish | #25 | 2.143 | 2.143 |
Originality | #28 | 2.429 | 2.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Nice maze engine tech demo.
- Superb story concept with eerily fitting music! It's a shame you ran out of time, but still impressive what you managed to achieve, especially in your first time using C++.
- Without a minimap it's pretty hard to move around, everything looks the same.
Repository URL
https://github.com/Kmiinik/Individuation
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Comments
The aesthetic is great, nice colours and appropriately atmospheric music. Looking forward to seeing what you do with more time 🧭
I hope that you are successful with this project. The GBA needs more dungeon crawlers, and your concept sounds promising.
I'll likely be restarting, the way I display the walls doesnt allow for me to easily give the walls more complex textures, and a lot of my other systems are very inefficient. Your game has definitely inspired me to try a lot harder going forward with this.
Yeah, sometimes it's easier to start over if your program has a bunch of no longer desirable features built in. I've played some very enjoyable dungeon crawlers that only had one wall texture, but you will probably want at least doors and wall switches as well. Since you no longer have the time crunch of a game jam, it may be better to focus on the game's basic systems first but leave yourself room to make it flashier later on.
My plan going forward is making a system that is easily modified. a way to create preset levels, an entity system that can be used for decorations/doors/creatures, a text box and menu system that is meant to be very flexible in it's use. Effectively I hope to make a dungeon crawler template that I and others can use without having them all have very similar gameplay. It's something I have to do a bit of planning ahead for, but once it's done it could be a good tool for anyone who wants to make a dungeon crawler on the gba, which admittedly is a pretty niche audience lol.
Even if you only use it yourself it would be worth it. But you never know. You might come back to it one day and find several games made with your engine.
one60hp how did you do the graphics for the inheritors of the oubliette. A bit unrelated but I know no other way to message you directly.
I like the mood of the floor, and how the magic circle fits in them perfectly.
I think your compass points in the wrong direction. When I press right, the compass point seems to rotate left.
Otherwise looks good.
the compass always points to the north, rather than the direction you are facing, I knew this would be a bit confusing, but out of all the options this felt the most intuitive, at least to me, I had tried it the other way around and it just felt very wrong.
Ah, right, I understand now.
Would it be possible for your to change the compass so that the N and S are rotated (arguably, you could ditch the pin then). Not sure if that would make it better?
That's fair, I considered "painting" the tips of the pin, but i figured the large and small sides would be enough to suggest north and south