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A Night Underground's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #6 | 4.000 | 4.000 |
Audio | #7 | 3.333 | 3.333 |
Story | #9 | 2.667 | 2.667 |
Overall | #13 | 2.867 | 2.867 |
Engagement & general | #15 | 2.667 | 2.667 |
Gameplay | #17 | 1.667 | 1.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
gamemaker studio
Team/Developer
lerg bwo (just me)
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Comments
The graphics and music fit in really well, I also liked the little lore you put on the game's page. However, the main weapon needed timing to use, and it felt hard attacking those spiders on the ceiling, espacially since you can't aim above you. Some small issues, but the game was good overall. Good job!
The graphics and music are amazing, and worthy of great merit on their own! I loved the diverse critters, and especially liked the silverfish things, which were a really unique and memorable enemy.
Unfortunately though, the gameplay had some problems. Firstly, NEVER put a delay on your main weapon. It feels very clunky to use, and the full second of waiting time just made it hard to land hits. Delays can be good on powerful weapons, to give a sense of build up, but in the game, the delay just feels like a nuisance. Secondly, avoid momentum. This wasn't really a big deal, but momentum makes you feel out of control, like the character is just doing its own thing. Thirdly, take the time to polish hit boxes. Nothing feels more unfair than weird hitboxes, and I'm afraid that the first boss was the tipping point for me. The knife hitbox was mostly over air, instead of the actual sprite. The boss itself had a huge hitbox, especially when it transformed. And the boss teleported around, taking a few health off you without warning.
It's really unfortunate about all of these small issues, because the game looks and sounds great. I didn't have the willpower to beat that boss, the hitboxes and delayed attack were quite frustrating, but it looks like there's a lot more I didn't see. As mentioned earlier, I love how unique the enemies are, there isn't any generic patrolling enemies; they all have their own special behaviour. The music was awesome, I loved the classic touches. I really hope that this feedback is helpful!
awesome thanks a ton for the feedback!
i wouldn't say 'never' put a delay on the main attack because it can work well like with the old castlevania games
I'm afraid I havent played the older ones, but the second of delay felt clunky, in my opinion. Sorry that I was a bit authoritative with my comment... I found it very hard to jump then shoot at a desired height, so I'd need to time it, which is something I'm not the best at. I really loved everything else going on in the game, but these few issues made it too tough for me (which was a shame, I really wanted to see more)
hmm there should be more feedback as soon as you press the button then and the difficulty curve shouldn't be as harsh anyway
and i only got 30-40% of what i wanted in there (didn't finish in time) so there might not be as much more as your imagining
'bloodstained: curse of the moon' is a good example of classic castlevania if your interested in that type of game but yeah your not in control of your character a lot of the time so you gotta commit to your actions