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A Hunters Dream's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #33 | 3.571 | 3.571 |
Theme | #36 | 3.543 | 3.543 |
Controls | #38 | 3.457 | 3.457 |
Overall | #38 | 3.465 | 3.465 |
Fun | #40 | 3.429 | 3.429 |
Originality | #44 | 3.571 | 3.571 |
Graphics | #44 | 3.686 | 3.686 |
Accessibilty | #48 | 3.000 | 3.000 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2
Wildcards Used
Rest, Not dead yet
Game Description
You are a Creature Hunters trying to make your way back to camp alive
How does your game tie into the theme?
Survive by taking out enemies in your path, but every creature you kill will come back to haunt you...
Source(s)
N/A
Discord Username(s)
CopeCola
Participation Level (GWJ Only)
This is the first!
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Comments
Hi, the idea with the death minigame was cool.
I like the Music and also the sound effects. Like the weapons
The way to the camp is very dangerous? I killed lots of monsters?
But that was just a shooting spree and running along the way as fast as i could, because it were so many enemys
thank you for playing! The enemy count may have been a tad too much haha. Hopefully i can fix that with some balancing on the next build.
Fun game! The combat feels very satisfying and the death minigame is creative and fits the theme well. Good job!
Thank you! Glad you enjoyed the mini-game:)
I really liked the variety of abilities and your implementation of the theme!
Thank you for playing:) Glad you enjoyed the combat abilities!
I love the art and visuals for the game! It feels very cohesive and visually appealling. I like the concept for the movement and the sound effects as well, it feels fitting. The forest creatures are adorable, and I like the particle effects for the shots and ghosts. I think there was a little tree hole house thing (?) at the end of the path but I wasn’t sure how to interact with it. Overall a fun and lovely little game! Great work!
Thanks! I'm really glad you enjoyed the art:) The little tree hole house was a remnant of the first spawning system I wrote, and the the dryads originally spawned from ones like it all around the map. Unfortunately they are just decoration now haha
I hoped these rumors about dryads were not true but what can you do. Really great entry for a first jam, The crossbow and axe animations were really satisfying !The music and sound effects also fitted well together. I did not feel the camp was a very safe space in the end ;). Really great job, very enjoyable!
Thank you, I'm glad you enjoyed it! The dryads stop spawning within a certain radius of the camp, and the stranglers that are left should not be able to reach you within the fire light; you must have really angered them ;) lol
That twist is very clever and took me a while to get how to beat it. Thouroughly enjoyed it, good job!
Thank you for playing!
Yeah, that game over mechanic was super sick, great idea! Music and level design was fantastic, great first submission!
Thanks! I'm glad you enjoyed it:)
Nice song. Helps give the game a somber feel. The weapons were fun to use. It was pretty satisfying to kill the dryads. Funny that our hero dreams of swords when he uses axes and crossbows all day. It wasn't immediately obvious to me what to do in the dream, so I died the first time. That's probably cause I was just using the crossbow the first round. I noticed that when you're behind a tree, the hand is in front of it, like he's hugging the tree.
Thanks for playing and for the feedback! I'm glad the combat felt satisfying to you:) Lol I had some lore about the dream sword, but it was scrapped along with many other things as I learned hard lessons about scope.. The hand definitely has some y-sorting issues that I should be able to fix, but I was so worried about breaking things further right before submission haha
I got there with the second try! :D
I really liked the minigame with the "karma" system, well thought.
right on! glad you enjoyed the game-over mechanic :)
Ooh amazing first game! I love the variety of tools that are given and it was especially fun hurling nets and deciding which druids to shoot vs which druids to just run past! Great music and sound effects as well. I love the nod that every creature you kill will come back to haunt you - that's very clever and "unexpected"! :D
It was a bit difficult to gauge how many hits I could take before dying (in both the real and spirit world) so a health bar or equivalent would be great! As well, it was sometimes hard to see which tools were available so a meter to show their cooldown would have been very helpful - as I resorted to flailing my axe and just spamming left click to shoot when it reloaded. As others have said, great use of the wildcards! Great game o/
Thank you for the kind words, I'm glad you enjoyed it! I will definitely work on the lacking UI elements once the jam is over:)
Nice submission especially for your first.
Liked the artwork and the music.
The gameplay was fairly solid and I really liked the game over mechanic.
Good work
Thank you! I'm excited to keep working on it and improving the game play with everyone's feedback.
Nice game, it's so fun to play, has a good game play loop, I liked the death mechanic
Thanks! glad you enjoyed it:)
I like how you used the wild card as the unintended consequence
Same to you! fun to see other takes on a similar idea.
I really liked the treatment of the gameover wildcard! It was very useful to me too, because you have to believe that I am not a great hunter!
The visual is very pleasant and I greatly appreciated the way of presenting the controls. It's clear and effective!
Very happy to have managed to get to my camp!
thank you for playing, and I'm glad you were able to beat it!
Super cool Idea, with a lot of enemies. Initially I found it really hard to beat the enemies, but then i realized that if i just kept running while slashing just a few enemies which came in my way, I could easily make it to the end. Liked how you used the wildcards in the sense of killing the spirits of the enemies you killed after you die. Great work on the jam!
thanks for trying it out! You played the way I initially intended by constantly moving and taking out only as many enemies as needed to get to the camp. hopefully I can get that feeling more balanced on the next build!
Pretty fun. There were definitely a lot of enemies!
thank you for playing! oh yeah, they can really swarm you.. I set the maximum spawn count down to 50 before I published. I had it as high as 200 when I was play testing and its complete chaos:)
Cool game
thanks for playing!
I initially thought that this was impossible to beat, then read comments here and realized the spirits only came from defeating enemies and when you returned you were in the spot you died at. Therefore, the most optimal way to play was not to attack at all, and then you'd never risk losing in the spirit loop and you could just run through the whole game. If you continue development on this after the jam, you may want to consider finding a way to force the player to actually attack things.
thank you for playing, and for the feedback! Yes, it is very unclear how the mechanics work unfortunately... I will try to fix all the issues and republish after the jam for sure. I wanted to make it possible to beat it without killing anything, but extremely challenging to do so. I want the player to balance killing as many as necessary to make it to camp, but not too many or they will be overwhelmed in the dream if they go down. hopefully I can get that loop feeling better with some more development.
Cool mood! I also feel like the attack mechanics work pretty together.
I noticed in the end that the creatures you need to fight in your dream are the same amount of those you killed before. This also means that not killing any enemies will probably make it very easy for you to just run to the end, right? Still a pretty good concept here ;)
thank you! I'm glad you enjoyed the combat mechanics:) you can absolutely just run to the end haha. My original idea was to make it possible to go through the first level without killing enemies since you are punished for each one you kill, but it wasn't very fun just using the net.. So I tired to make it very hard to get to the end without killing anything, but I didn't get a chance to balance everything last minute.. hopefully that will all be better in the next build!
The art and idea for this game are really nice! I found it challenging, but as there is an option to get back from death it wasn't too punishing and I got to complete the game without getting frustrated. The variety of attack options is very satisfying, and I liked the atmosphere of the game-over game screen.
I would have loved to have a clearer indication of how much health I have, as dying always caught me by surprise. In the sleep state, I couldn't tell if there was a way to lose, probably again because there was no health bar indicator though I think the player flashed blue when hurt?
I think each dead dryad became a spirit after death but because I struggled to understand how much danger they presented I couldn't tell this take on the "unintended consequences" theme until the very end, and only vaguely.
Walking down the path felt like an adventure though! Great entry!
I'm glad you liked the art! You're absolutely right, it is very hard to tell when you are taking damage.. I have some animations to make it more obvious that I will add after the jam along with a health bar. Thank you for the feedback!