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A jam submission

Dark DogmaView game page

A Short Twin Stick Metroidvania
Submitted by Daitomodachi (@daitomodachi6) — 3 hours, 16 minutes before the deadline
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Dark Dogma's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#333.0243.429
Enjoyment#372.7723.143
Overall#472.5512.893
Metroidvania#512.2682.571
Execution#592.1422.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Daitomodachi, Steven, Spookto, That Unusual MF,Steven

External assets
CG Trader

Prizes eligibility
LearnIndie

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Comments

Hey checked it out, only got to play for a few minutes because I had to go to work! Will come back and give it a proper test run 3/5 on first impression!

Check out Chick-Magnet and give it a rate/comment if you have the time!

(The WebGL is more up-to-date but wasn't included as a Jam submission) Thanks, GameDev&Design

Submitted (1 edit)

The aesthetics are probably the best thing about this game. They kinda remind me of Fear Effect for the PSX. Music and sound effects fit very well with the overall vibe.

I played this with a controller because of the absurdly high mouse sensitivity when aiming. Hip fire is a bit clunky, but it may just be the big crosshair that’s putting me off. Having to deal with the limited aiming time mechanic outside of combat just didn’t feel right and made exploration a bit cumbersome.

Out of all the weapons, the grenade launcher was the most fun to use. Too bad the sawed-off shotgun was useful only during the miniboss fight, ’cause it got obscured very quickly by the grenade launcher.

The final boss was fun too, though its model being invisible and the ever-increasing lag and stutter detracted from the experience. Speaking of performance, even though I have no way of looking at your code, I’d hazard a guess and say the main culprits might be the boss’s projectiles. If that’s the cause of the memory leaks, you may need to look into the Object Pool pattern, which would enable you to reuse the same fixed number of projectiles over and over without having to spawn new ones each time.

Even though this needs quite a lot of polish, the concept is interesting and has good potential!

Jam Judge

Ngl, I really love this one, or at least it have a huge lot of potential. The game looks really pretty, and the music is also pretty viby. I also appreciate the bit of voice acting, even if they're just grunts.

I also love the idea of switching from top-down to over-the-shoulder for aiming, in fact, that's a gameplay idea that have been floating on my own head for ages, so I'm glad to see someone actually tried to implement it in some way. Granted, the sensibility on aiming mode is a little too much, it's basically impossible to actually aim on anything with precision lol, wich kinda breaks the whole point of it sadly, specially since I did see I get extra praise from the game for headshots. The top-down aiming on the other hand has the opposite issue, it feels too heavy, but the reason for that is because you guys kept the same "orbital-cursor-indicator system" for controller on the mouse version too instead of just making the crosshair follow the mouse freely, so since I couldn't see where my cursor actually was the entire time, it just felt like the sensitivity was too low.

The boss felt very broken tho, everytime I entered it's room the game froze for a few secs, and when it loaded he was fully invisible. The bullet ring also felt kinda unfair, since most of the time there simply wasn't enought time for me to get to the safe spot, and some other times the safespot simply was on the opposite direction of where I could actually walk (AKA directly into the walls), and since rolling doesn't grant iframes I ended up dying cheaply everytime. Every time I died the game got laggier too, and also froze for a little longer to enter the boss room. Sadly I didn't felt like pushing forward to actually beat it, I admit.

And I guess that's it, I also recorded my run so if you wanna see it just tell me

Submitted

Super fun PS1 shooter! Switching between 1st and 3rd person felt like a lot like early Metal Gear Solid. I love how both buildings had their own little secret upgrade.  I had the same problem as boqui with the invisible boss, but solved it the same way. Really great entry

Submitted

it's cool that you can change from 3rd person to 1st person to aim but the mouse sensitivity is insane, also i am not sure i see the point of having a limited time to aim, cuz most of the time you will be aiming outside of combat to solve a puzzle or find a  secret cuz it is a lot more convenient to aim in 3rd person when in combat (or at least that was the case for me). 

also the final boss was completely invisible for some reason,  i just shot to the place where projectiles came from.

i liked the creature designs and i love the main character style, the game in general looked really good.

Submitted (1 edit)

I really love the visual style. PSX throwback. And the music fits super well. 

I also love that you support both mouse+keyboard and gamepad. The mouse sensitivity for mouse controls is way too high, though. 

I am kinda stuck here, though. I found that "Gorilla" monster and attacked it and then she said, my weapon is not strong enough, I need to retreat. Which I did. I just couldn't figure out where to find a different weapon.

Will try again later. Looks like a really great game