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A jam submission

Day KnightView game page

What lies in shadow will be light...
Submitted by MittenGameStudio, RickyThe3rd, Bungus Productions, RandomGameStuff, Umbra, SylveonEnjoyer — 8 hours, 57 minutes before the deadline
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Day Knight's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#15.0005.000
Cleverness#7553.0003.000
Playability#8043.0003.000
Artistic Style#9703.0003.000

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.

  • I had fun with the game, but without sound I didn't get any positive feedback for hitting enemies until they fell down. I think the harshest part of the game for me were the camera angles. Other than that -- the game was a lot of fun to explore. Thank you for adding the tutorial. Looking forward to what you can make next!

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!
This game is an action, boss rush with a high emphasis on movement and the light/dark system. For this game, creatures, character, and world object can have a light or dark aspect to them, which changes how they interact with the world. For this game, when two things are the same aspect, they can usually pass through each other and are harmless, with opposite aspects being the inverse.

The goal for players is to defeat the boss and their minion, gather the ingredients they drop and craft alchemist potions to become stronger. This is done at the 'cave' within the alchemy cauldron. Potions have increasing benefits the more the player uses them, but also increasing costs.

Combat has a few features. Melee combat has a combo system where chaining together attacks in quick succession allows players to gain uses of their ranged attacks. Ranged attacks are simple, but low risk alternatives to deal damage.

Bosses are a main enemies a player faces, and where most ingredients come from. Bosses have a few attacks, with the most predominate being the bullet wave patterns. They are more likely to deal melee damage when players are close.

Once the player has defeated the boss, challenge mode is unlocked. This provides additional ways to interact and fight the boss. Craft more potions and see if you can conquer them!

Extra Notes
The team would like to develop the game further and eventually release it, so any feedback will help a great deal!

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Comments

Submitted(+1)

I enjoyed the mechanic of trying to match the color of the attacking object. It was really challenging, but rewarding when I matched the flickering color of the enemies. Overall it feels like a great concept. Keep up the good work!

Submitted(+1)

Ikaruga was one of my fav games surprised no one has used this mechanic since then, pretty cool game

Developer

Glad to hear you enjoyed it! Our team did reference Ikaruga, among many others, as a big influence. Good catch!

Submitted(+1)

Really difficult and impressive amount of work here. I wish it played a bit tighter so I could really dive into it even more. Fun to see the Ikaruga style swapping brought to an action boss rush game! Thank you for making this and putting it out there!

Developer(+1)

Thanks for your comment! 

The game does play a little looser in the web format over natively in Unity, which partly explains the feel. The team will work on it! :^]