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Umbra Arise MMO's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cleverness | #282 | 4.000 | 4.000 |
Artistic Style | #385 | 4.400 | 4.400 |
Theme | #652 | 3.200 | 3.200 |
Playability | #803 | 3.200 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- It is really impressive seeing actual mmo in place done in two weeks. The game is definitely meant to be played with friends. The tick limitation on the game, made it a bit difficult to play. The alchemy aspect of the game seems to be missing. Over all even while playing there were concerning amount of Zafaroths playing at the same time... Game could be developed into some fun payers party game. Good luck in development.
- Pretty good, saw a lot of Zaf's which was kinda weird. Other then that, it would be neat to see this developed further, with more elements.
- Congrats on making an MMO. It was a lot of fun. Unfortunately there may or may not have been 3 Zafaroth's at the same time. Which one was the real one? No one will know. Clicking diagonal squares was very difficult. If there's a mechanic to regain health, it should have been easier to find.
- The amount of Zafaroths in this game makes you wonder why Zafaroth didn't believe in this game. The shadow theme is a bit less noticable but the alchemy theme is quite well implemented. The gameplay, while clunky (controls), is very promising and could keep people playing for a while to unlock things. Artistically the game looks and sounds nice. The rate limit, while taking away from some playabiltiy, adds a new layer of gameplay, making it feel like a rythm based dungeon crawler. The music could be fitted to this a bit better and idle animations.
- How dare you. Impressive feat but i think the game suffered for the technical work done to make it an MMO. the controls are very clunky and hard to get used to. mixing the orbs together is nice and on theme, but the shadows part is more or less cosmetic only. Very hard to regain health leading to monsters eventually chipping you to death.
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!
MMO, One server, Everyone connects.
Turn/Tick based combat/movement.
Kill npcs & players and consume their shadow souls to gain stats.
Sacrifice stats to unlock special skills (35 of them).
Don't get greedy, corruption will destroy you... or maybe help you?
Win.
Extra Notes
Seeing new developers doing game jams inspired us to also push our limits. Lot of times was helpless and stressful but was very fun. Hopefully we inspire others to also push their skills and while this is all for fun, we love some fun competition on who gets the most players talking about their game :D .
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Comments
Let me just start by saying I have absolutely no idea how you managed to have a seamless seeming multiplayer game working and extremely playable for a game jam.
The game and style are fantastic and consistent throughout. I won't pretend I got super far but I got into the 2nd portal after which I just got nuked by baddies after one spawned right beside me when I wasn't paying attention.
The skill/levelups heavily remind me of Solo-Leveling which I assume is part of the inspiration. The mechanic of everything only ticking every 1.5s is very interesting and gives you a little room to breath when navigating/fighting. I dunno why it kinda reminds me of old school runescape.
I hope we see more as I'm really interested to see where the concept goes or if it was just an awesome
This is absolutely out of control. Servers had a bit of issues, but the insanity needed to try and pull this off in TWO WEEKS for a GAME JAM is unprecedented. I am absolutely in awe! I agree with some of the sentiment that the gameplay was a tad slow and unengaging, but I was engaged simply by the fact that I was playing an MMO in a two week game jam. The team crushed it!!
Genuinely a cool concept! I think when an enemy is moving into a tile you are attacking it should hit? Feeling rewarded for that hit would be awesome.
Anyway crazy to see an MMO and I find the mechanic of 1 tick every X seconds thing, tricky way to make it easier to create in 2 weeks and have a unique spin on gameplay.
It also felt extremely slow paced and didn’t hold my attention super long but I got the hang of it and had fun!!
-Alex
Trust me everything you mentioned was our dilemma during the jam :D lot of these choices were made to make the 2 weeks deadline. Topdown, "turnbased" (Helps alot against ping and EU vs NA players etc) so we simply assumed and forced people on a delay and try to make it work.
Game is not perfect and lacks some things we wished we could add but overall love all these responses makes our team happy! In the last 30mins before deadline we changed 4 seconds for one move towards 1.5 second for one move ... been a crazy ride!
Woohoo!! hahaha makes total sense and very well navigated! The ingenuity required to still pull it of is very cool. I had been thinking about this concept for an MMO, so its really cool to see it and try it! Thanks for bringing something wild and new into the world :)
-Alex
An MMO in 2 weeks?! Very very impressive stuff!
Loved the art and overall vibe of the game. I keep losing at PVP (too slow) but I was able to defeat a bunch of crawlers! haha.
Really great game! Bravo /clap
So cool, my friends and i ran around together. Awesome art, interesting turn based mmo as well. Awesome job!
Damn, well done! A lot of fun to go around and harass other players :D, I made it to 21 dark material, really wanted to get through the portal but died when another sideway attack hit me, hard to use my fingers correctly when they hit from diagonal but straight down direction. Well done!
REALLY cool! :)
I am so glad I could watch this Marvel happen hats down to you :).