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RIVER'S END's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #1 | 4.222 | 4.222 |
Graphics | #1 | 4.889 | 4.889 |
Overall | #2 | 3.956 | 3.956 |
Audio | #4 | 3.889 | 3.889 |
Enjoyement | #4 | 3.556 | 3.556 |
Gameplay | #6 | 3.222 | 3.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unreal Engine 4
Team/Developer
Stevoleblanc, Rhum, Tomsonite, FLAPS, FRED, BAUM, Adam
Reference info
Stevoleblanc, Rhum, Tomsonite, FLAPS, FRED, BAUM, Adam
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Comments
WoW what a banger.
The graphics and general polish were excellent. It was nice to see a full story as well, and the atmosphere worked well with everything else. The sound effects were very good and the music was good when it was there. I wished there was music during the body of the game. I liked the spear, it worked well.
The only real complaints are about the enemies, especially the archers. They could hit you from almost anywhere & it was very unfair. There's a screen near the end with 3 archers all near each other that I could only pass by rushing through as quickly as possible, ignoring all enemies.
I also got hit a couple times in other parts by enemies after I had slid past them. It seemed like their attack extended slightly behind them so they hit me even though I seemed to have gotten out of the way.
At the beginning of the area with 3 archers, I jumped up into an archer that I couldn't see yet. There are also many areas where you jump down, but can't see where you will land. It didn't seem like there were any deathtraps, but I would still avoid doing that. One solution would be to zoom out the camera a little, but sometimes the graphics look worse when doing that.
One more thing, I recommend enabling the d-pad for movement on controllers. Either make it an option or just enable it at the same time as the analog stick. A lot of people prefer it & I would have had a lot less fun if I didn't use joytokey to let me use mine.
Thanks for playing and for your feedback! We'll definitely take this into consideration when we go back to polish the prologue. A lot of the gameplay was put in at the last moment, so we'll look at what we can do to make it more enjoyable, as well as put in missing features.
Wow this game is insane! I'm very happy I finally checked it out!
The animations were so good! The only thing that bothered me was the look of the overhand swing. I think it's because it stops at the torso rather than following through. The free hand in that animation doesn't seem to counter swing with the sword. But that's me being nitpicky.
The movement felt a little abrupt. It may just be the style you went for, but forcing a horizontal stop before jumping breaks the flow of movement. Like someone else mentioned, there were a couple "leap of faith" jumps in there because you couldn't lower the camera.
The spear mechanic was really well done! Unique and fits the tone super well! I wish it did damage in fights too.
Story was super intriguing! It was a little tough to distinguish words spoken out loud vs internal dialogue. It was also tough to see which character was speaking. Either dialogue names, directional symbols pointing from the speaker, or some subtle animation would totally help.
Great work to all who worked on this!
- Josh
Thanks for checking it out and for your kind words!
Unfortunately we didn't have time to fine tune the gameplay before the deadline. We'll start working on a polished prologue once we've had a short break, so the feedback is very welcome! An improved dialogue system is also on the list of things to do. We weren't even sure if we had time to put in text at all, so it's a miracle there's any in there, to be honest!
Show post...
AMAZING LIKE IT
Thanks for playing!
Art: No words. Spectacular pixel art and smooth animations please my eyes.
Sound: Awesome atmospheric ambience. Even my cat got scared by the sound of the rian.
Gameplay: Combat is really coll and tactical. Dash works perfectly.
—Details—
Camera: I can never see what is under your feet therefore I always have to jump into the unknown and sometimes this "unknown" is spike. Also when I run about 80% of screen is behind and some enemy may suddenly apeear ahead.
Jump: It has very long delay. It causes no probles but it very unusually and I can not preciesely count timing if I want to throw spear in jump. But may be it is just my problem.
Perfomance: Why is your game eating 50% of my CPU?
P.S. I didn't finish the game because I got stuck in front of wheat-head man. Does game go on?
My gameplay:
Sorry about the performance issue - most of the team was completely new to Unreal, so it might be something we'll look into when we go back to polish. And yeah, the game does go on. If you return towards the start of the game you'll be told where to go next. Thanks for your feedback!
Edit: I watched your gameplay video, and as the Comrade says, you're supposed to go west. There's a branch that goes up to a boss fight. We'll look into making it easier to signal to the player where to go!
Wow, cool art and ambiance! Great job guys.
Thank you! You did a great job with your game man. Loved the atmosphere and the gameplay was such fun!
Amazing art and animations simply kick *** :)
Thank you kindly! We'll have more to show soon!
Here i thought the game i was able to cobble together in a month was acceptable, but this really puts me to shame! Very well done. I don't have any words of wisdom or complaints here, this is just a solid all around product and what i suspect will be the winner of the jam!
You are too kind, but don't forget there's a lot you can do when you have seven people on the team :P
Totally agree with Fred, a bigger team can accomplish more! I think that the aim of the jam is to put you on the right track for discovery. What does work for you, what do you like doing and what direction do you want to follow? If it does that then it's a success!