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A jam submission

A Hunters DreamView game page

This Game was made in 9 days for Godot Wild Jam #71
Submitted by Copecola — 1 hour, 22 minutes before the deadline
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A Hunters Dream's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#333.5713.571
Theme#363.5433.543
Controls#383.4573.457
Overall#383.4653.465
Fun#403.4293.429
Originality#443.5713.571
Graphics#443.6863.686
Accessibilty#483.0003.000

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

Viewing comments 20 to 1 of 26 · Previous page · First page
Submitted(+1)

Yeah, that game over mechanic was super sick, great idea! Music and level design was fantastic, great first submission!

Developer

Thanks! I'm glad you enjoyed it:)

Submitted(+1)

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.

Developer(+1)

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

Submitted(+1)

I got there with the second try! :D

I really liked the minigame with the "karma" system, well thought.

Developer

right on! glad you enjoyed the game-over mechanic :)

Submitted(+1)

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/

Developer(+1)

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:)

Submitted(+1)

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

Developer(+1)

Thank you! I'm excited to keep working on it and improving the game play with everyone's feedback.

Submitted(+1)

Nice game, it's so fun to play, has a good game play loop, I liked the death mechanic

Developer(+1)

Thanks! glad you enjoyed it:)

Submitted(+1)

I like how you used the wild card as the unintended consequence

Developer

Same to you! fun to see other takes on a similar idea.

Submitted(+1)

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!

Developer

thank you for playing, and I'm glad you were able to beat it!

Submitted(+1)

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!

Developer

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!

Submitted(+1)

Pretty fun. There were definitely a lot of enemies!

Developer(+1)

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:)

Submitted(+1)

Cool game

Developer

thanks for playing!

Submitted(+2)

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.

Developer

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.

Submitted(+1)

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 ;)

Developer(+1)

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!  

Submitted(+1)

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!

Developer

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!

Submitted(+1)

Really good entry. I loved the pixel art of the game, everything is pretty in the game and the character is well animated. The fight is a bit hard but cool to play with the three weapons and the idea of having enemies come back when you die is pretty good. It was fun, good job !

Developer(+1)

thanks for playing!

Submitted(+1)

Loved the game!

I thought the combat was challenging at first, but after I played for a bit, I got better. Took me a bit to realize that killing the monsters made them show up in my dreams HAHA. Love the music and the art as well. I originally thought the net was weak, but then I realized that it could be used to not make the monsters show up in my dream :) Maybe lowering the speed of the enemies in a way either their bullet speed or actual walking could make the combat feel a little more manageable.

The game was suprisingly fun to play overall, great job!

Developer(+1)

Hahaha, I just realized that it doesn't actually mention in game where the dream enemies are coming from.. I was hoping the combination of the ghost death effect, and the kill count number being the same would do the trick, but its not very clear.. I'm glad you were able to get a feel for the combat! It hard to balance difficulty when you're developing and play testing since you know exactly how the enemies work, lol. Ill adjust the speed of everything when I republish for sure. thanks for the thoughtful review!

Submitted

ofc!  

(fully agree - our game was very underplaytested XD)

Submitted (2 edits) (+1)

The combat felt really good! Hitboxes were forgiving and attacking the monsters felt satisfying. Having the projectiles pierce (Or what felt like piercing? Maybe there were only multiples of them?) felt nice.

Were there other games of this style that you took inspiration from?

Did you do the graphics yourself? I didn't see any attribution, so I assume so?

  • Agreed with others that it was a bit awkward to turn around physically to change the sword direction.
  • A health meter would have been nice, and a more tactile sense of death would have been nice.
  • Small thing, but the UI buttons being in a pixel font to match the intro text would have made it felt a little cleaner.

Great job! The feeling of the moving the character around and attacking felt really fun and smooth!

Developer(+1)

thank you for the detailed feedback! The projectile did indeed pierce up to 3 enemies. I had an upgrade system planned that would have increase the amount between runs, but I didn't get it working in time.. I plan to keep developing it when the jam is over and re-publish with all the tweaks everyone has mentioned! The UI for health, and a ton of animations I left out will help to make what is happening on screen more visually readable.

oh yeah, I did the graphics myself, and I'm not sure any one game inspired it, but I do enjoy pixel art and have been working to get better at animating it.

glad you enjoyed playing:)

Submitted(+1)

You tied unintended consequences and not dead yet together in such a clever way. Super cool idea!

Developer

Thanks! I wish I had worked out the full idea much sooner in the jam so I had more time to balance and polish.. but I was happy enough with how it turned out. I really liked the dual timeline concept of yours as well!

Submitted(+1)

I liked the art style and the death minigame was interesting. I second Stixxy on having your mouse control the sword direction. One piece of feedback I could give is that the monster death sound gets quite repetitive. Nice work!

Developer(+1)

thanks! I added the sounds last minute.. I agree the overlapping death sounds are a lot..

Submitted(+1)

Nice short game, I liked it! Fun gameplay loop, and if I had to give some feedback, it would maybe be in the dream minigame if the sword aimed in the direction your mouse was pointing instead of where you were moving. But other than that I liked it!

Developer

thanks for the feedback! I had a mouse based projectile for the dream, but scrapped it for time..

Viewing comments 20 to 1 of 26 · Previous page · First page