Nice game. Liked the atmosphere
Controls feels weird for seemingly no reason. Bomb takes ages to explode, with current enemy and player speeds it's almost impossible to place it effectively, unless you plan-plan-plan it before even triggering enemy's AI. Also i got pushed by enemy up a little, and gravity did not pull me back. I stuck in the air, above enemies and boxes, unable to take anything or do anything...
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Ghostly Ruins's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2624 | 2.857 | 2.857 |
Creativity | #3123 | 2.714 | 2.714 |
Overall | #3141 | 2.619 | 2.619 |
Enjoyment | #3536 | 2.286 | 2.286 |
Ranked from 14 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?
Player gets items randomly from item spawners.
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
Comments
Has some cool ideas and the graphics are nice. I like that you made a tutorial with signs explaining how it works and enemies that don't attack at first. But unfortunately, it also has some issues
- the camera controls felt really weird and hard to use. I think the camera kept moving after my mouse stopped moving, that's probably not advisable for a first person game
- the bomb takes very long to explode while the enemies move very quickly, and also takes two hits to kill while the knife, which is way easier to hit, only takes one (although it of course can't hit multiple enemies). The bomb should probably be easier to hit and/or deal more damage
- I sometimes missed the lucky blocks when I felt like I shouldn't, maybe they should have a bigger hitbox
- it would be nice to have a bit more variety with the enemies, even for a jam game
This feels like the start of something much bigger! I love the art - the cover is beautiful and enemy design is so cute~
I had a problem with the camera being a bit awkward, couldn't really see where I'm going - but 3D cameras are tricky and we have a very limited time.
And I like how you focused on making only the tutorial. There's a good selection of items available and the in-world signs were straight to the point and helpful.
Good job! It'd be interesting to see this game grow into a bigger project!
Good visuals and nice cartoony vibes ! This game has good bomberman/zelda influences (+mariokart with random blocks). Liked the tutorial presency !
As you say its your first jam I will take time to give you advices that I hope will help you in the future (sorry if it seems rough, but I just intend to help you guys) :
- Give consistency to the available objects and UI in general. It is preferable to have the different items always at the same slot to not give extra mental work to player. It will also give a more dynamic gameplay as the player know the useful key in each situation.
- Test each core feature again and again. Here the bomb is impossible to use, a good testing session should have reveal this fact. Maybe you can turn it into a proximity mine.
- Never use the Prince-Saves-The-Princess scenario.. This has been done an infinity amout of time. In 2022, this narrative approach is way too trivial.
- Offer the player a carrot : a game with no goal is not really a game, even a score in time value or the number of enemies killed should do the job.
- Iterate on the camera view, test differents position to see your game from several points of view, maybe you will select one which was not initially envisaged. Here the camera is really close to the player, the fact that the enemies move fast and can go behind the player does not match the bomb item which forces us to turn back to the wave and contribute to make it hard to use. Maybe a top view would be a better choice ?
Again, I know this is your first jam and it's normal to make small mistakes, I just hope this will allow your team to acquire skills faster ! Good luck !
Agree with previous comments! Really ambitious. I was having some issues with using the bombs. The blast radius (I think) was not very great and I needed to keep the monsters directly next to the bomb and even if I tried walking around it to avoid getting attacked, if I had 3 or 4 monsters on me at the time I usually died while waiting for the bomb to go off. I think a shield would have been super handy to negate the effects of this as I was taking a lot of damage trying to keep the monster around the bomb for the two direct hits and this was usually my downfall. I think leaning into the throwing dagger as a long range weapon as well would give your attacks a greater variety. I still had fun! And the overall vibe was very cute, very Breath of the Wildy. It had a great polish for a 48 hour jam game! Well done <3
awesome look and art. I am a noob and I can't kill the demon with a bomb lol. Nice work!
Pretty ambitious! You managed to submit an interesting demo of what can become a larger game!
All in all, I found it pretty, the enemies are like devil-boos from Mario franchise, so cute!
fun short game. Movement doesn't seem normalized, so you can run faster by running diagonally! I enjoyed the sound effects and the character art. :thumbsup:
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