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Darklord's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #5283 | 1.984 | 3.000 |
Enjoyment | #5416 | 1.795 | 2.714 |
Overall | #5536 | 1.921 | 2.905 |
Creativity | #5644 | 1.984 | 3.000 |
Ranked from 7 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?
I wanted to explore playing as a "Ganondorf" esque villain as he attempts to break out of his seal (guardians love sealing away reincarnating villains). I also tried to reimagine the role of zelda dungeons, by having a more linear combat experience in a confined space that slowly expands as you explore.
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
I like the visual style and basic gameplay here! I just think that the game really needs sound, and the attack needs to be faster. You really can't do anything about enemies hurting you while you're attacking them because of how slow your attack is. As a result I struggled a lot to get past even basic groups of enemies.
this is pretty good for 48 hours nice work !
I liked the presentation and the art style. And the gameplay ain't bad. Awesome stuff, you should be proud of yourself. Game development is never easy, especially when you must cram all the development time into 48 hours. I don't think the game is anything particularly creative (that's totally fine), and I personally didn't have that much of a blast playing it. I think that's mostly due to the following reasons: 1. Attacking and combat felt unresponsive. I know there are some particles, but I really missed some sort of health bar or indication that an enemy has a taken a hit. Maybe a flash on the enemy? I also really disliked how the enemies felt very static and lifeless. I think some knockback would be great for better responsivnes. 2. I really missed sound effects. Many game developers dont take sound that seriously, especially during jams, but trust me, it completely dictates the level of immersion a player feels while playing a game. 3. UI. I was kind of confused about when I was about to die. I didn't immediately get the fact that 0 power means 0 health. I often found myself wanting to just go bonkers on enemies, but I just couldn't because I was afraid of what was about to happen to my health if I did.
Other than that, it's still a pretty awesome game overall. It's pretty amazing what you put together in just 48 hours. I wish you the best of luck in the future!