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IRON BONES's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability | #1432 | 2.500 | 2.500 |
Cleverness | #1471 | 2.000 | 2.000 |
Artistic Style | #1655 | 2.500 | 2.500 |
Theme | #1907 | 1.500 | 1.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- It's a classic. Pure in it's core gameplay but I personally cannot identify how this fits this particular jam. The theme got utterly ignored.
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Iron Bones is a action platformer where you fight monsters with weapons forged from your own blood. The game is basically a balancing act between dishing out damage and saving your own health. Inspired by games like Cruelty Squad, Iron Bones was intended to have many secrets and weapons to use throughout the game, but unfortunately this scope was too large and only a few things made it into the final game. Controls are typical for a FPS, and shown inside the post. The story revolves around a lost skeleton called Rags, who can transform their blood and bones into iron weapons. (hence da name). Rags would battle monsters ravaged by shadow-like infection through several dark dungeons.
Extra Notes
This was my first 3D game, and my first time implementing my own music into my videogames. I would also say I over scoped for my current skills and time available to work (I'm a solo dev), which is why the game is so short :\ Nevertheless, I hope you enjoy the game for what it is.
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Comments
Very good looking old school first person perspective game. There some nice different types of weapons and different types of enemies.
I think the movement would be better if the jumping has less air friction. The jump height variable may be a good idea for an fps game? I'm not used to it much.
There are noticeable imbalances of weapons pros and cons currently. But I'm sure you know well that these need to be fixed to make all play styles fair.
Nice work on making a game by the way.
This game feels like a modern loveletter to old skool boomer shooters!
Let me just get a few of the annoying things out of the way first. The game randomly seemed to lag sometimes and freeze for like half a second to a second. It wasn't a major issue but it was pretty jarring. There were also random holes in some walls as if the textures were missing in some places.
With that out of the way what a fun game to play. The mechanics are a little confusing at first and I'm not really sure what is healing me, is standing over their blood doing it as well as killing them? I have no clue I didn't stop long enough to figure it out.
Moving through the levels feels really fun and very old school as I said previously the combat although pretty basic on the enemy side is still really fun. The audio is simple but fits well.
The environments could have used a bit more variety in the textures but given the overall retro feel of the game it wasn't that weird. There was a point in level 1 where I accidentally back tracked in the level and got to a dead end which I thought was weird. Then I realised there must have been 2 paths INTO my location and I just went the wrong way.
Different weapons were fun, the gauntlet is really interesting with the movement mechanics I feel like if the game was further developed you could do some interesting skips and speedrun stats with those being able to basically fly around after you swing them.
Oh also the little boss arena was cool too I just wish the game was a little more challenging but I still had a ton of fun with it overall!
Absolutely love the capsule image and the design for your enemies, you have a cool art style.
To achieve 2 pretty large levels in 2 weeks is a pretty big achievement for a solodev, great work. The character controller is pretty smooth and the speed of the game keeps a good pace that makes it fun to just roll on through. Some of the jumps, especially in the first level are maybe not best suited to a FPS and there is an element of the game being unsure whether it's concentrated on first person combat or platforming. I'd definitely choose one and double down on that.
There's a good mix of enemies and even a couple of bosses, although combat is rather easy at this stage (which is great for a jam, no one wants a slog). I think this could be fine tuned quite a bit if you wanted to build more on this concept.
Had a lot of fun playing this game and really looking forward to seeing what you can make in the future!