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A jam submission

Shadow HuntressView game page

A gothic action RPG where you slay shadowy monsters
Submitted by JadePhoen_x (@JadePhoen_x), LylaBroflovski — 21 hours, 43 minutes before the deadline
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Shadow Huntress's itch.io page

Results

CriteriaRankScore*Raw Score
Artistic Style#9703.0003.000
Theme#13302.0002.000
Cleverness#18961.0001.000
Playability#19831.0001.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • the game seems interesting. sadly attacking enemies and them attacking me seems to do nothing. I do really enjoy the idea tho and the artwork is amazing :)

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!
Shadow Huntress is an action RPG where you play as a witcher-esque hunter who hunts creatures that draw power from an ancient darkness.
The game is designed with MOBA/RPG controls. Use WASD to move, left click to swing your sword, Q/E/R to activate your abilities, and 1/2 to use your potions.

Extra Notes
The game was heavily inspired by V Rising. If my team and I continue development, I would want it to go the direction of a boss rush filled with interesting and challenging battles.

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Comments

Submitted(+1)

I like the vibe of this game! I’d love to see it with a bit more weight and shift in weight for mobility to flow between attacks. Sword swings feel a bit stiff when they keep you in place which forces you to repeatedly kite horizontally, especially with such a tall hurtbox on the character. More mobility and weight on the enemy’s attacks as well as a more forgiving hurtbox on the player could also help make the combat feel a bit more fair.

For a prototype, it’s a neat framework, and I can def see where it can scale up from where it is! Great job!

Developer(+1)

Ty for playing and for your feedback! I actually had the same thought about the hurtbox after development. I had gone and played some isometric games I enjoyed trying to find why they feel a bit better than what we ended up with, and the hurtbox was the first thing I noticed. In those games (V Rising, Death Must Die, Battlerite) I noticed the player being more "square" in the center of the screen. I think if the development continues, this will definitely be something worth fixing!

Thank you again for your feedback!

Submitted(+1)

Very cool art and concept! movement feels great. Definitely agree that it would be good to see feedback, honestly thought the game was bugged I rarely took hits and never killed anything.

for 2 weeks there’s a lot here! and I like the way y’all handled communicating the prototype nature and intention within the game :)

-Alex

Submitted(+1)

I quite like the art style. And it is a clever idea to move unimplemented mechanics into a separate menu.

The game plays more like an action game than MOBA, and so you expect some sort of a movement mechanic like dodging. But I think you could add other damage-mitigation mechanics if you want to keep that MOBA feel. Like maybe some sort o block, or heal that doesn’t lock into animation, or a strike that knocks enemies back. Right now the only strategy is to stand in place and trade damage, and at some point [Q] away and heal to full with potions. Then repeat.

I find it a little weird that you have pretty good music but no sound effects. Audio feedback would greatly elevate the experience.

Very good job nonetheless!

Developer

Thank you for enjoying the game! I will say, you are 100% able to "orb-walk" the boss rather than just trade damage. The E also has i-frames while you're in the air, though I understand this is not directly conveyed. Tooltips were planned but I just never got around to it.

I agree, SFX would have been a huge boon. Their absence was a result of the team size restriction.
Thank you again for playing our game and for your feedback!

Submitted(+1)

also encountered the issue where i would not take damage or inflict damage, was looking forward to play it

Developer

Do you mind letting me know what browser you used to play? I'm quite curious what may be causing the problem, but I can't seem to recreate it on my machine.

Submitted(+2)

Cool art and color theme.   I really like the animations for the abilities.  I would have liked some more sound effects though.

Submitted(+2)

I really love how you presented the prototype concepts and love the art style & vibe!

I would like to see clearer feedback when damaging the boss, and also some more visual indicators for how attacks are aimed / used. Was a bit difficult to use the abilities effectively

Submitted(+2)

The game has a very cool vibe and the art style is very good. I think for a full game, some sort of movement mechanic would be good, like a dodge or a roll, so that the player isn't just standing and taking damage as they fight. I could totally see potential for a full game though!

Developer(+1)

We tried to give the player some dodge options through the Q and E abilities (the E disables your hitbox while you're in the air), but I realize it wasn't really conveyed.
We had plans for more abilities, but just didn't have time to add them (one was in fact a dodge roll).

Thank you so much for playing out game!

Submitted(+2)

The game looks awesome and has a lot of potential! I can see expanding the game into many levels with different characters. 

One thing I found a little cumbersome though was that the potions are on 1 and 2. It's hard to use them in combat and move.