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The Graveyard's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Narrative/Mood | #3 | 3.655 | 3.700 |
Audio | #6 | 3.161 | 3.200 |
Overall | #6 | 3.210 | 3.250 |
Polish | #6 | 2.766 | 2.800 |
Game Design | #9 | 3.111 | 3.150 |
Art | #9 | 3.062 | 3.100 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fun game, there's a lot of tension. Since it's much harder to hit an enemy once they're close to you and sprinting, you have to be a bit cautious and explore slowly. The fog, the music, the low-poly art, it all works well. Short and sweet, it gets the concept across quite well. I wouldn't mind playing a full length game of that. A few notes:
- It's pretty hard to recover the arrows if they hit the ground cause you can't see them!From an enemy it's not so bad because there's better contrast.
- Dying and respawning caused most of the enemies not to spawn, except the very first and the very last encounter. Had to restart the page to get the enemies to spawn normally after death.
- You can definitely "Skyrim" the surrounding terrain (aka sprint and jump up the side of a mountain) and fall off the map, lol
- It's a little bit laggy on my laptop when you spin around too quickly, not too big a deal but something I noticed
Great oppressive atmosphere and a cool take on the single-use theme. Controls felt tight, except that I personally would've preferred right click to aim and left to fire, since that's what I'm used to from most other games. Retrieving the arrow was sometimes kind of a chore, perhaps a greater pickup radius and some sort of glow or sound effect to find it if the player has lost track of it could help with that.
Unfortunately, I couldn't really figure out what to do. The crewmate behind the glass was unreachable for me, firing at the glass didn't do anything (though the broken glass on the other cells suggested to me that it was breakable) and there was nothing else around for me to do either. Running outside didn't trigger anything, so I'm guessing there's a sequence of flags and I was missing something along the way.
Also, restarting after death seems to only reset the first enemy, so I had to refresh every time.
All in all though, very nice work for a solo jam effort!
I think right-click aim, left-click fire would make more sense too.
I wanted to at least add some type of particle effect or shader that enables when the arrow is on the floor or stuck in a wall to help with retrieving it.
I realized after submitting the game that having the crewmate behind the glass right after telling the player to find their crew was confusing. The trigger outside was at the very end of the trail with the bones. That should trigger the end of the game.
Overall, thank you for your feedback, it will help me improve upon this game going forward!
Uploaded a video of me playtesting!
Thank you for playing and taking the time to record your playtesting!
Watching you play my game was cool, but it was hard to see you run into the bugs with the enemies not spawning when you picked up the arrow or not having a clear direction of where to go. I so badly wanted to interject and give hints about where to go or explain a bug, but that just showed me where improvements need to be made in the game design.
By the way, you did make it to the end. It was at the end of the path outside. Approaching the pile of bones in the middle is supposed to trigger the end of the game since you have found your missing crew.
All in all, this was very helpful for me to see what I need to fix in this game, and I appreciate your time/effort in making this playthrough!
Ohhh haha yeah I felt like when I got to the clearing, I was on the right track.
Haha yeah I know what you mean, it's hard watching players "not get" what they're supposed to do when it seems so obvious!
That's a really good twist though, I wish I had found it!
All in all I think this was a great jam project
Pretty decent and simple game. Good for a quick playthrough. Did run into a bug where I jumped on top of the base and was stuck in the falling animation. Wasn't quite sure where to go though.
Ah, I didn’t anticipate walking on the roof, so that layer doesn’t trigger the walking/idle animations.
The quickest thing I could do was to just make a path in the ground to direct the player to the end of the level once they got outside.
Thanks for playing!
This was pretty neat. Reminded me of Another World a bit. I think having a few more items or different rooms in the building would have been nice, it was rather boring. But the combat was interesting and pretty fun. Well done!
Julian
Ya, I could see that with the low poly characters. I planned on adding items and props to each of the rooms but ended up running out of time to do that. Thanks for playing though!
Impressive! Thought I added enough enemies to the final wave... Guess not...
Thanks for playing!
Wait, how did you do that? They run faster than you can draw and shoot so I just ran off the map lol
Holy cow, how'd you manage that?? Best I got was 2 of them!
Turns out, if you run away at first they get huddled very close together running at you. Then, the arrow I shot got all of them at the same time! Must have a huge hitobx or something dunno