Play Flow of Hope
FoN: Flow of Hope's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art | #3 | 4.167 | 4.167 |
Audio | #3 | 3.500 | 3.500 |
Polish | #4 | 2.333 | 2.333 |
Game Design | #5 | 3.000 | 3.000 |
Narrative/Mood | #5 | 2.333 | 2.333 |
Overall | #5 | 3.000 | 3.000 |
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
Mad respect to go for a 3D game for a game jam. The models are awesome, VFX and SFX very very good, I'm surprised at the level of polish this has. Level design is also great and the level is surprisingly large.
Others have mentioned my main gripes, basically controlling the character and the lack of enemies, but that can all be fixed if you continue working on this.
If you want to have platforming elements, I would also recommend to look into jumping mechanics, maybe increase gravity on the way down, because right now jumping feels "floaty". I think Zackavelli actually had an episode on that where he talked about Super Mario jumping and that they had to speed him up on the way down.
Thanks for feedback. The jump actually does have increased fall gravity, as opposed to initial jump, because the original jumping was way more floaty, but more can be done to polish it of course. I would love to add enemies and more content, like props and decor etc., story elements, and decals, and pickups added to secret things, with a satisfying sfx to go with it, :)
the effects were quite good for attacks. The art was pretty cool. I am just kinda confused. Maybe I didn't get the the part with enemies, but there were a lot of breakable objects. The attacks were hard to aim precisely on keyboard. There was platforming, but it didn't seem like a main focus. There was a pop like song at some point about romance? not sure if that was part of a story? there were 4 different characters with 4 different attacks, which seemed cool, but were hard to use, if they seemed to do anything(battle mage's melee didn't seem like i could hit anything before it hit me and it was stationary) It seemed almost like a grab bag of very different ideas sort of unrelated not like a specific vision. So the experience feel like it was lost in translation. oh also mouse lock in place would help, but that might be an intch.io thing. and other people already mentioned the camera.
over all it seems like the game you designed might have been really cool, but you guys might have fallen victim to scope creep, or just too large a scope from the start. I have been there plenty of times. Hope you work on the project more and it goes where you want.
Thanks for feedback, I am uploading a new build tonight, which should alleviate many of the aiming problems.
My very first impression was that the water animation on the start screen was crazy impressive. All the special effects for the characters were really impressive. Some of them needed tuning for game feel, but for looks they were top notch. Also, all four characters look great. Did you make them all yourself? They look professional.
I happened to have a group of 9 year old boys walk behind me while I played and they all really liked the look of the Battle Mage in particular.
Others have already mentioned the camera controls and I saw a reply that you know it's an issue. I do want to reiterate that solving the camera issues is the most important thing you can do next. The floaty, unintuitive controls were giving me motion sickness and I still feel queasy. I also really struggled with the jumping with the camera and never made it to the end of the level with any of the characters.
When I tried the gunner, most of her skills didn't seem to shoot anything and her animation had her move her gun to the side. Just maybe a bug to keep an eye out for.
The last note would be I would love to have a hint (doesn't need much at all) of what the intent of the game is. Is there a story going to be connected to these characters someday? The title screen seemed to imply there might be, but the level felt like a tech demo with no particular purpose beside testing out the characters. It's fine either way, but I think a little clarity there could make a big impact.
Thanks for feedback. I made a couple changes. I added a skip scene button for those who don't want to watch them, and slightly changed the way characters rotate, so aiming is a little easier/intuitive. I will work on camera next, I have a test I am still tweaking where it uses a pov for aim parameter instead of the 3 orbitals characters currently have. Have fun. And if you want me to let you know when I finish the camera to try passing it again, let me know.
A lot of content. Different characters with different enemies, a big level to traverse through. No enemies though. Would be nice if you added enemies before the boss. Soundtracks were really good.
The main problem this game has would be the camera control. I had a hard time navagating the world because it was hard to: aim skillshots, jump on platforms, face the boss (omg half of the boss fight was spent trying to get the camera to look at the boss and to get the character in position to aim skillshots at the boss). You should lock the cursor and hide it too. I could not do a full 360 camera turn.
Thanks for feedback, I agree. World is bare but that was unintentional as I would have liked to fill it out with more props and enemies.
Some neat ideas on display here. I enjoy having a bunch of different characters with different abilities. Feels a little similar to Gauntlet because of that!
My biggest pain points are that the controls are pretty stiff - I think that locking the cursor to the game would solve a decent amount of my issues. Because the cursor isn't locked, it was sometime not possible to turn the camera anymore, and other times my mouse would escape to my other monitor. This created some issues with platforming, and also with combat.
A lesser concern is that pressing A or D causes the character to run in an arc. This was adjustable, but not immediately intuitive!
I appreciate that there are some secrets to find, which opens itself to some replayability! The sound effects and BG music are also welcome.
Perhaps having some enemies before Teeter would be appreciated - there's a lot of large open areas before hand that feel like they're ready to be little arena fights, but I never encountered anything to fight except for Teeter!
absolutely correct, I had planned to add much more content but ran out of time, still built out the floor and walls just in case, but ultimately only got to add so much and before I knew it, time was gone xD. I agree with controls, I had trouble with it, and had to get it to a "good enough" point. If I had more time, the hope would be to better refine camera and be able to click on targets or at least face where mouse clicks to attack, something to better aim. Thanks for feedback!