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Undertaker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #9 | 3.250 | 3.250 |
Visuals(Graphics) | #10 | 3.500 | 3.500 |
Fun | #13 | 2.750 | 2.750 |
User Interface (UI/UX) | #14 | 2.250 | 2.250 |
Sound/Audio | #18 | 2.500 | 2.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://nowyfolderstudio.itch.io/undertaker/devlog/775119/undertaker-final-update-i-guess
Developer Feedback Questions
Is goal of the game clear? It was my first game ever made and understanding game mechanics by the players was the biggest problem so far.
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Comments
There's a lot of text to start the game, and I didn't feel compelled to read it. I just tapped through, jumped into the game, and started stabbing the squares with my pitchfork.
Naturally, I had no idea what was going on. I figured out that I can pick them up when they turn into tiny squares, so I started chasing them around, and gave up once I collected around 33 of them (around 3-5 minutes). There's no UI indicating my status in the game, so I had no idea if I was tracking towards a goal or not. All I knew was that I needed to prod sinners with a pitchfork.
After reading your dev log, I understand a little better. I would say that the addition of the tutorial was wise, but the implementation wasn't super effective. I think you should create a small tutorial room that introduces the dialogue as I play, that way I'm forced to encounter it. I think you should also add UI elements that indicate that you are tracking toward a goal. I saw no indication during gameplay.
The visuals and juice are good. It felt snappy and responsive when I did things like crash into enemies. There were a couple little things you could easily improve (like a quick sprite swap so the player looks like this :o when they slide back, particle effects, etc).
Overall, the game is tracking in a good direction!
This is a really interesting idea and I think it has quite a bit of potential, but needs some work to really make it shine
Is it clear: The goal is clear, how exactly you achieve it isn't quite as clear. I figured it out, but it took me a while. If I was playing this in a different setting, I don't know that I would've stuck with it long enough to figure it out.
My suggestions in no particular order:
- Add an option to skip or disable the tutorial.
- Make the game round based. I'm thinking along the lines of Brotato. It would help chunk the game up and make it easier to digest. You could also use it as a way to help step the player through the mechanics (e.g., the first level could just require you to stab the sinners and pick up loose souls, the second level could introduce the ability to pickup the sinner, the third level could introduce 1 or 2 eyes, etc.).
- Lower the cap for some of the unlocks, and/or make them progress based on how many of a certain soul you've captured. In it's current form, it feels like it'll take a very long time to get to any single unlock which might turn some players off rather quickly. Allow some early unlocks to make players stronger and encourage them to play more. One way to do this would be giving bonuses every x number of y souls, even if it's a temporary boost... The Behemoth is the only quest that feels reasonable to me at this time.
- Make the keys rebindable, and consider changing the defaults. Since you only have two weapons you only need one button to swap between them, if you plan on adding more the number keys are fine, but there should be a way to cycle through them (e.g., mouse wheel, right click, etc.)
- Limit the type of sinners that can spawn at one time, it's hard to focus on any of the quests when there's 10 different enemy types on the screen at once and the one I want doesn't seem to be showing up. There are a bunch of ways to achieve this, just depends on what works best with your plans for the game.
- I think the Quest U/I could use some work, but that's not my specialty. I did figure it out, and I like that it feels to fit thematically, but it feels messy at first glance.
Also, as I was playing this my wife walked in and said "That's a cool looking game!" She's seen me play a bunch of Game Jam games, and rarely says anything about them, so that seems like a good sign to me.
The game looks very nice and the idea is interesting, but I can’t do anything actually. Just a second after I capture someone, there’s some Tchz! sound and the sinner is gone. Probably, other sinners collide with me.
The time you have to click an eye depends on the sinner's health and any upgrades you've purchased. If the sinner has 1 HP, you have 1 second for each eye without any upgrades. I've written about this in the opening dialogue, in the game description, and in the two "how to play" panels.
Thank you for explaining. Probably, I’m just not skilled enough in such games.
The goal is clear, but is not achievable. Too many enemies, the eye appears and opens almost instantly, not to mention [1] and [2] buttons are too far to be reached fast.
[1] and [2] keys are pretty close to WASD so do you have any suggestion for replacement for them?
When sinner is on low HP time for clikcing an eye is increased up to 1 second without any upgrades. Every "extra time" upgrade gives additional 0.25s. I think this isn't the easiest task to capture a sinner but it was intended.
I agree about too many enemies. The idea is that enemies should prevent you from catching other sinners and there should be a lot of them, but their number is sometimes frustrating.
Yes, i think [F] to switch between weapons will be excellent, as there are only 2 "weapons" in the game, so it will be an easy Flip/Flop.
At least the player self seems immortal, so maybe it is worth to try more.
Thank You!
Great idea. I will implement it some day.
Thank you for suggestion.