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Gothoria's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #10 | 3.789 | 3.789 |
Execution | #24 | 3.211 | 3.211 |
Overall | #24 | 3.276 | 3.276 |
Enjoyment | #27 | 3.158 | 3.158 |
Metroidvania | #40 | 2.947 | 2.947 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Oleg Vishnivetsky (me)
External assets
Sprites: ansimuz. Music: David KBD, sonatina.
Prizes eligibility
LearnIndie, PlusMusic.
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Comments
Nice entry! I really like the art/effects, UI looks good, game plays well and feels complete. I agree with others about speeding up dialog though.
Here's the recording - MM21 - Gothoria
I really like the art and music, created a vibe unlike any of the other entries I've played. It's also pretty fun! Who doesn't want to jump around and slash some baddies?
Some of the enemies seemed to take a significant amount of hits, though. I couldn't even tell if you could kill the zombie(?) guys at all. After hitting them so many times I just moved along. And the rock throwing guy seemed to just brush off hit after hit, haha.
I also feel like there were quite a few places where I would jump into areas that I couldn't see on-screen, which is a personal pet peeve of mine when it comes to level design. Just makes it far too easy to jump onto a bad guy that you didn't know was there.
Overall, however, the game is pretty cool! Don't know if you have plans of working on this more, but I think this one would benefit from it! I'd certainly check it out again!
The soundtrack perfectly complements the game. I'm a fan of the retro-style graphics, animations, and the expertly executed parallax background. My only suggestion would be to address the pacing of the conversations; the text felt a tad slow without an apparent way to hasten it. Nonetheless, a commendable effort overall!
The art assets works very well and there was a large variety of enemies! I didn't get to the end, here's a video recording at the time stamp 36:21
Amazing entry! Great artwork with a very old school, 90's SNK platformer feel. Good luck with the jam!
Others have already said what I wanted to.
Nevertheless, this is a great one. The execution is on point!
pretty fun game overall, my only wish was we could skip the text or at least speed it up a bit, it goes on for too long... also the starting enemies were way too tanky.
Great art and animation, but the dialogue was a little slow (I couldn't find a way to skip it, though if there is that's no issue). The controls do feel a little clunky though, as the blade attack is quite long and locks you in place. overall great game!
First and foremost, gorgeous presentation. I really could gush endlessly about the enemy design, the parallax environments, the tile-work, the villager animations. The adventurous level music and the quaint town music. Really top notch. Only niggle in that department is text could be a bit faster. Either by holding space or just generally.
Gameplay-wise, I couldn't cast spells cuz my character would just freeze afterwards, until I either died or restarted. So I guess I was doing a Melee-only run. (No one else seems to be reporting this issue so it's probably a me thing.)
It was fun to learn all the enemy attack patterns. Even though I would just respawn either way, I still got satisfaction when I did manage to weave around them.
I wasn't sure how to trigger the arms without getting hurt. (Was I just supposed to ignore them?)
The Slime's were the toughest to predict. I wasn't super jazzed how enemies in the process of dying can still deal damage (although maybe that's intentional by design). And the Ogre's were a bit annoying because of how damage spongey they were, though that did pay off in the section with two of them and a boulder thrower.
Not sure if I made some bad investments (or just not having access to spells), but I could not get the boss any further than half health. Even if I was patient, a bad move or a particularly gruelling onslaught of RNG Fire/Skulls would do me in. And there was no way to go back and re-invest in equipment.
I would have kept at it cuz it was fun, but respawning me at the start of the town, forcing me to walk all the way back first was a dealbreaker.
Got some footage. Will edit in if I upload it.
EDIT: MM21 - Gothoria
One of the best visuals on this jam was amazed honestly.
I enjoyed the art style and the game is surprisingly fleshed out. The save game system was a nice touch. I wasn't able to beat the flameforged demon but I can't hold it against you because I have a *very* nonstandard keyboard setup so not having control binds puts me a big disadvantage. Not being able to revisit past areas is a bit of a let down, as farming a few extra souls could have helped me get the gear to beat the boss.
NIce entry;) Its cool you added RPG elements with items system!
I have struggled a little bit with attacking, because attack compared to the smooth and quite fast movement and jumping was to slow and it was hard for me to coordinate it well, please consider unify this attack speed with movement i think it will increase enjoment while playing:)
Hello! Love the art direction for the game. great game. keep it up
The flameforged demon destroyed me, but it made me stronger. Hence the destruction of the 2nd boss.
Hahaha, good job :)
This is done very well. Looks fully fleshed out. I like it when a game knows what it is.
Nice one, like really well done!