Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

War: A Numbers GameView game page

Free your friends and dethrone the king as you siege his castle
Submitted by Bethwell Studios (@JeremyDowell4) — 3 days, 17 hours before the deadline
Add to collection

Play game

War: A Numbers Game's itch.io page

Results

CriteriaRankScore*Raw Score
Visual/Audio Design#611.5881.833
Fun#641.2991.500
Polish#691.0101.167
Theme Interpretation#701.0101.167
Overall#711.1841.367
Innovation#721.0101.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What new engine or tool(s) did you use?
Unreal engine and Substance painter

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Cool to see a 3D submission of this scale! However, due to performance issues, it was nearly unplayable. It was a little nauseating at times. Something that I think would have helped would be to have more visual and auditory feedback on taking damage. One major problem is the bow is blocking the view. But I did push through and beat the game. I streamed the game to my viewers if you want to see my reaction. Good Job. 

Developer

I'd love to see your stream. Yea sorry for the bad performance. I'm not familiar with unreal and the ways to optimize projects.

Submitted

Here you go! 

Submitted

The graphics are okay, but the game has lack of performance and need improvements on game design

Submitted

I couldn't play a lot of time because of the low FPS, and the bow it's always right on the middle of the screen so you can't aim to the enemies.

For reference, I have a RTX 3060 (laptop) and I had around 15 FPS. I know Unreal is hard to learn, so keep it up! :)

Developer

I appreciate the feedback :). I'll see what I can do about the low fps. I didn't notice any during my testing, so I'll see where I can cut down on geometry and particles. I'm a lot more used to using Unity's c#, so the blueprint logic is probably not optimized and part of the issue.