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Serpent Blade's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #4 | 4.400 | 4.400 |
Enjoyment | #6 | 4.200 | 4.200 |
Overall | #7 | 4.100 | 4.100 |
Concept | #8 | 4.100 | 4.100 |
Use of the Limitation | #16 | 3.700 | 3.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Andrea Raya Martínez, Guillem Llovera Castillo, Jordi Alba Franco, Marta Montes Serra, Sergi Gómez Segura
Software used
Unity, Blender, 3Ds Max, Substance Painter, Krita, Pro Tools, FMOD
Use of the limitation
The design of the map, the three phases for the boss and the Dash of the player
Cookies eaten
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Comments
Incredible game! I am really impressed at how coherent the gameplay experience is, especially considering you were 5 different people working on the project, that all had to be aligned on the vision. How did you approach the process of developing this project together? I am very impressed of the result! The movement of the boss reminded me of the creatures from Subnautica, which is one of my favourite games. Amazing work, well done creating this game!
Thank you very much! As I always say, "Put creativity, motivation and organization in our lives and everything will be nice!" hahaha but above all, being in Discord all together and a lot of communication about the progress that is being made at all times. The good thing about our team is that three of us have worked together before on other projects and the other two have also worked together before. We decided to get together to experience our capabilities and we have worked very well! We will work together again for future projects! Thank you for your comment, it makes us very happy that you liked it a lot!!
The game is amazing. Good visual, responsive management. But the boss seems to me to have few attacks. And I had a bug that somehow pulled me into his zone and I couldn't get out of it and died
Thank you! Our main programmer outdid himself when it comes to feedback and responsiveness.
We initially planned for more attacks, for example one where the boss would submerge into the mist and then spawn burrowed tentacles that would start following you. These were excluded because in the last 6 hours we didn't have the AI and we were still making boss attacks.
For the bug, yeah, we did not find a good solution to that, although deactivating its colliders when it starts the recover animation seems like one, that brings some design problems too. Hope that helps clarify! :D
Nice game!
Great job on keeping it simple with such a big team!
The movement feels nice with the dash, the camera is well set up so that everything is clear, and it's impressive to see some clean 3D visuals and animations in a jam, great job!
It felt a bit lacky in feedback, especially when getting hit. I think it would be cool to have stops or slow, maybe a bigger screenshake or sounds.
Thanks for the game it was fun to play!
We appreciate your comment a lot! It is true that we lack some feedback, specially when the character gets hit/dies, that's something we would've loved to put more effort if we had more time. That being said we're glad you liked all the other parts of the game, specially coming from someone that made such a fun game as you did :D
Definitely the most technically impressive looking game I've seen in this jam.
It was a bit unclear to me when I was getting hit, if I wasn't looking directly at the life bar. A life bar for the boss would have been nice too, to keep track off how far you made it between attempts. I died several times but was able to defeat the boss at the end.
Nice work.
Thank you for the comment! It is true that we fell a bit short on feedback when the player gets hit, as for the boss life bar, there was one, it just was on his head instead that in the UI itself, maybe it wasn't as easy to see as we had anticipated, that being said we're really glad to see that you appreciate how hard we worked on a technical level! :D
Just amazing! Great boss, abilities, graphics! I have nothing more to say
Thank you a lot, reading coments like this always motivate us to keep putting a lot of effort into Gamejams, ty ty c:
Love its concept and artstyle. Animations look so good, and especially dash effects was so cool.
Thanks mate! Our animators are incredible, they did a really good job :D
Had a play, great visuals! Menu looks nice. Wish I could control the camera abit more. The red balls was interesting and music sounds great. Nice work for a 72 hours jam :)
Thanks for the feedback! It is true that the camera could have some more options to play around or maybe even partial control over it, but with the time we had we decided to keep it simple for the sake of having time to work on all the other features. That being said the music is great because our composer is awesome :D
Nice work. really like the visual and gameplay, i like that you add boss health bar on his head, i didnt notice it for a second lol.
Thank you! We're glad you enjoyed it. About the boss health bar, what can we say? We love diegetic UI :P
Proc: visuals are so appealing | the sounds are really great | gameplay is addicting (but I didn't manage to pass the final stage)
Cons: don't understand how lazer beam works
Glad you've liked it!
The laser beam is a bit messy. The shout version is fast and the beam is linked to the animations so its hard to control its position that way. Finally, the collider that actually deals damage to the player is raycasted from the mouth at every frame, so it ends up in unexpected positions really fast, usually dealing damage when it shouldn't.
Let me know if it helped!
Yeah, thank you for explanation
Just to expand, my colleague in 1.01 fixed it starting the event a bit later and then adjusting the rotation of it. Now it doesn't go crazy mode :D
Cool, thanks
Love the arts, the animations, awesome!
Thank u very much!!
This is AWESOME! I love the boss, it looks fantastic!
Thank u very much!