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Hunted's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #76 | 2.939 | 3.600 |
Enjoyment | #103 | 2.613 | 3.200 |
Overall | #115 | 2.449 | 3.000 |
Concept | #124 | 2.286 | 2.800 |
Presentation | #139 | 1.960 | 2.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Hazarth - Programming and Art, BiggBenn - Programming and 3D Art (Shotgun models and reload anims!)
Software used
Godot4 - Beta 2 (Game Engine), Krita (2D Graphics), Blender (3D Graphics), Stable Diffusion (For generating some art and textures), Audacity (For recording and editing sound effects)
Use of the limitation
We just added shotguns as the only possible weapon to use. We had more plans for the shotguns, but life got in the way :(
Cookies eaten
Zero actually! But I have noticed higher coffee use
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Comments
I liked aiming for headshots!
The models for the enemies were nice. I liked the environment though it needed some other colors. The shot particles could use a little more effect, it really doesn't feel like such a heavy shot when you see the particles coming out on a wall. And some shadows underneath the enemies would be neat!
On the audio part, I can really just comment about the shotgun sound, which was good, felt like packing a punch. The game could really benefit from an eerie background music. It's hard to keep track of the mage's shots without sound.
It might be just me but I thought the mouse sensitivity was a bit too high, it got a bit confusing running around sometimes. The reload button was never used since the character always auto reloaded after every shot. Also, do the knights die?
Once one mage spawned above the ground, sort of as it was levitating. Not sure if it was due to spawning over somewhere with an obstacle or if it was intended. Didn't hinder the experience in any way though.
Thanks for taking time to play the game and make such a constructive comment! All good points :) The Reload button was supposed to be used for some other guns that would have more than one round ready but we never got around to adding those :c It's a vestigial now.
Weird thing about the mage in the air, I'll have to check that at some point xD
Wasn't sure if the Knights could die or not, but it was definitely fun to romp around popping the wizards. Good proof of concept, would love to see more!
Thanks for playing! :)
Yeah they can, but they have a lot of health and are easier to take down with the double barreled shotgun that you can find in one of the tombs. Multiple people already recommended to add some visible indication of damage to the enemies, so I think your experience falls into the same category ^_^
Really nice fps game! And also you fixed the problem with gun clipping in game, which is really awesome! The gun animation is really good (I also created a fps games, but still did have those problem, and I think I can learn it by yours). The only thing I want to recommend is to have some sort of responsiveness like when the enemy deal damage (maybe change in some kinds of animations, or use color red as it deals damage) and maybe the health bar for the enemy, cause I don't know if it's going to die soon. But overall, this is a really nice game! Wish you luck on the Jam!
Thanks for the comment ^_^
Yeah, the way to fix the gun clipping is by creating a second camera that only sees the gun and rendering it on top of the screen as an overlay. I can give you additional details if you want, but you can find this exact solution on YouTube. It feels hacky, but it's technically the correct solution as you would do a similar thing if you were working with low level logic of OpenGL or DirectX anyway: rendering into a separate texture and overlaying. :)
And yeah, you're probably right, I wanted to avoid adding health bars for enemies so it doesn't feel too game-y and clutter the view. But I definitely need to add something to indicate the damage. Currently I'm thinking of at least adding a little indicator of how much damage was done, so it's clear that the enemies are indeed getting damaged :)
once again, thanks a lot for trying it out!
I attempted to launch the Linux version, and it crashes as soon as I hit Start. Props for using Godot though, I'm currently learning it so it's cool to see another Godot project!
Oh no, really?! :c
If you could find the time to lunch is through terminal and get whatever error it prints out it would be of great help, but don't feel obliged to do so :D Just curious
Well it was a gamble to go with the Beta edition, but there's so many changes in Godot 4 that I wanted to use this jam to get a head start on the new GDScript ^^
I got this error:
ERROR: Condition "slot >= slot_max" is true. Returning: nullptr
at: get_instance (./core/object/object.h:978)
The shotgun in this game is simply awesome, packs a punch. The enemy could maybe respond more to getting hit.
Thanks man! That's an excellent idea. We wanted to focus on the gun feeling good (even with our very limited experience) but I totally forgot about giving the enemies some kind of kickback or red flash or similar polish. :D Thanks for trying out our game :)