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A jam submission

Knight'N GhoulsView game page

Submitted by CollegeDormGames — 5 hours, 55 minutes before the deadline
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Knight'N Ghouls's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#31772.8402.933
Overall#41562.4742.556
Creativity#44672.5172.600
Enjoyment#47422.0662.133

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You fight against the main character as it levels up and gets stronger all while you don't, you spawn and die trying to kill the main character like the countless others before you.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

it’s coo

Submitted

Cool NES style. My feedback is to add a small delay when you switch to a new enemy before being able to attack since when I was the explody enemy I instantly exploded myself.

I must admit, I didn't really have fun with this one, sorry. First of all, the fact that the hero leveling up constantly interupts me gets anoying, maybe a simple notification would have been better. But also, the fact that I'm only just walking to the hero and then clicking my mouse, is not enough gameplay to keep me entertained. Again, sorry

Developer

I appreciate the feedback and honesty. My goal was for the player to feel as if they were the mob trying to kill the hero. As well as push the idea that's the game is more so about the hero, roles reversed, instead of it being about the player. Might have done so to literally at the cost of ruining the players fun. My bad.

There certainly were extra features planned for the jam, to make the gameplay more enjoyable for the player. Extra mobs, tank (meat shields), projectile (fireballs), support (healer/ buffs) types as well as being able to switch from one to another that has already spawned, so you could keep switching till you got the one you wanted to use. Also better AI for the hero, I wanted it to behave more like an actual player and move away and shoot projectiles at the player (mobs). The better AI and the ability to switch mobs was were worked on but due to my own coding ability I wasn't able to get it to a standard I liked, there were a few bugs with it, especially the switching mob. So I sadly had to scrap it for a more basic approach. 

I certainly agree about the hero's level up pop-up being annoying. I wanted to draw attention to it and treat it like the hero was the one choosing it itself. An approach of a smaller notification and the game not being paused would have made the player experience better. 

Again, I want to thank you for the feedback. I'll be more mindful of the players experience especially on the gameplay side, in my next coming games.

Submitted (1 edit)

This ones short and sweet, the transitions could use some work, but i can see that the game has potential!