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Overworld Horde's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
NES Feel | #73 | 2.722 | 2.722 |
Gameplay | #81 | 2.167 | 2.167 |
Audio | #86 | 2.111 | 2.111 |
Graphics | #89 | 2.167 | 2.167 |
Overall | #90 | 2.292 | 2.292 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I think this is really neat and gave me those old-school vibes of venturing out into the world to see how far I could get before a game over. The attacks were satisfying and I thought the sprites were great!
neat idea. sadly, the game is getting trivialized by enemies getting stuck on basically every surface, it’s super easy to trap them and then attack through walls if you need healing.
the terrain gets the player caught frequently as well - i would guess that is an issue of not using move and slide to slide across the surfaces when touching them.
attacks were a bit finicky since their hitbox is so far away, but being able to use both j and k for rapid attacks did help a bit. even if it may not have been intended.
the art has quite some scaling issues, i’m not sure how you scaled it up, but just using a smaller window size should fix most of this (given that the sprites are real pixel art). i’m not really sold on the AI title image since this is an art focussed jam, though i guess the title art isn’t really part of what is supposed to be judged.
super cool that you got a leaderboard up and running, that gives a little bit of incentive to keep playing. even though i’m still racking up score as i’m writing this comment lol.
My favorite part is the avatar and his animations. Super cute and fun to run around. This is a great start to a game and with some more time to work on it I think it would be really engaging.
thanks so much for the feedback! we will check out your game
This one has a couple unfortunate issues. The idea of porting vampire survivors to the NES is cute and interesting, but sheer chuzpe of Vampire Survivors, with the ridiculous amounts of enemies and projectiles, doesn´t really replicate or scale well to the system. Some of the sprites feel blurry, as if they were scaled up from a much smaller scale and the incredibly repetitive and strangely bass driven music made me want to turn off the game much earlier than it did. On the other hand, I can see that care and effort went into this. Some of the sprites look charming (or would look charming, were they correctly scaled) and there are many little graphical nods to NES games.
thanks for your feedback, we will have to check out your game :)
Overall the art is nice even if the style doesn't completely feel consistent, the music is nice too. I like the different weapons and I like that the speeds and weapons were really adapted to an NES feel.
I wish each enemy would propose its own threat and I wonder if the game could not be dynamic by taking place on a much smaller battlefield especially as the speeds of the hero and monsters are, rightfully, slow.
Thanks for the feedback and playing our game!
Game I thought it was ok, the skills I liked them and I liked them, but the sprites after a while my eye was blurring I thought it was strange the ways they were in the game, the background music after a while bothered me a lot, the progression of the game does not exist even if you evolve nothing changes what I found strange, When he evolved, he had to drop a new ability from the enemy. I hope you don't get discouraged by comments and help to improve.
Thanks so much for the feed back, your game looks cool we shall check it out!
Okay, where to start. So the game is "functional", it didn't break or softlock in the time I played it... but I wouldn't have been surprised if it did. The graphics are NES-ish, but the enemies have a semi-transparent edge like they have been made in a small pixel art and then scaled up in something like GIMP which harshly clashes with the player character's sprite. The audio is a 4-second loop of booping that sounds on par to a police siren and might rival that of "Crazybus". There's no direction of objective or goal, even in the story. The one thing this feels like NES-wise is like one of those rip-off NES bible games and in that regard, this hits the feel perfectly. I'm sorry if the developers worked really hard on this, but there's a lot that needs to be improved for this to be enjoyable.
Hey Kirk,
I assume by the soft lock possibility you are referring to the enemy's getting stuck and not getting to the player, which is something we did identify but were unable to resolve before the Jam ended unfortunately. I'm sorry I don't understand the bible games rip off comment, but all other feedback has been taken on board.
Thank you for taking the time to give the game a try and providing feedback, hope to incorporate these learnings in our future attempts.