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A jam submission

ULTIMATUSView game page

Defeat the oncoming hordes until you die or your wielder comes.
Submitted by Feli Flitzberg — 8 days, 6 hours before the deadline
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ULTIMATUS's itch.io page

Judge feedback

Judge feedback is anonymous.

  • The game design document was well laid out, very clear, and easy to follow. It did not have any game imagery imbedded in the document itself, but game mechanics were very detailed. Looking forward toward game expansion, some kind of leveling system (damage, effect size, damage types, etc) would make the game loop even more compelling. Solid base, interested to see how it develops with time. Things noticed while playing demo: - Current version lacks any in-game description of the auto-attack mechanic. Could confuse those not familiar with the genre. - Controls are smooth and responsive. Was able to use d-pad on my controller. - Thor Mode is fantastic. Non-Thor mode, the color of the particle effect is very hard to see against the background. - All enemies that have been on screen for any amount of time in between character attacks are killed, not just the ones *currently* on screen when the attack goes off. This might be intended, but could also be an additional way to add difficulty going forward by narrowing the frame where enemies are killed. - QoL Suggestion to have 'Esc' also close the pause menu.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1RdLOuIeuOf4Tnzd-NSfXB_aCmCIR872D_9gvoX3IrQM/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
yes

Is your game set to public on itch.io so we can see it?
yes

Summarise your game!
ULTIMATUS is a Vampire Survivors-like game, where you are a sword waiting for your wielder. Defeat the oncoming hordes until you die or your wielder comes.
Story: BEHOLD! You are an ULTIMATE WEAPON, designed to be wielded against THE BOSS. However, your fated wielder hasn't shown up yet. Since you're (semi-)sentient, SLAY THE HORDES until your wielder finally comes along!

Controls: WASD/Arrow Keys/Controller (Nintendo format)

Please explain how your game fits the theme:
Initial submission is a minimal viable prototype and likely has many undiscovered bugs. Updates after initial submission should fix what's found.

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Comments

I noticed the same thing as Hibernal Soft, if you go to the top right corner of the map you don't take damage, even from enemies that spawn inside the map bounds. I just passed 600k score and haven't touched it in 5 minutes.


I submitted a game under another itch account that you commented on "The Last Glumbo" I appreciate you taking the time to play the game!

Submitted

I think this is a great start towards making your game! The game overall felt good to play. I didn't have any performance problems or notice any major bugs. The only bug I really found was that enemies can collide with the map boundary, so if they spawned outside of the boundary then they were not able to reach the player.

Some suggestions:

1. Since the idea is that you are a weapon waiting for the wielder to show up, maybe have each level have a timer that increases as you level up. The timer would simulate the wielder finally getting to you.

2. Have the weapon not kill all enemies globally, and remove the healing.

3. If you survive long enough for the wielder to show up (timer reaches 0) offer an upgrade to the player. These upgrades could be like: attack damage, attack range, move speed, healing effect, etc. This is what will really shape your game.

Great work on this game so far! Keep learning and making it better!

Submitted

High Score 280,800

GGS

Submitted

Nice little game. Difficulty or level progression would make the gameplay more engaging. I also found out that you can cheese the game by camping in the corner, since some enemies spawn outside the boundaries and can't reach you. Sometimes the enemies also spawn in front of your face. Also nice, chill music!

Developer

I will be starting a complete refactor after the jam is judged. Thank you all for the comments, they'll help me with improving the game overall!

Submitted

It was unclear how attacking worked, also the contrast between the background and the enemies made it hard to what was happening sometimes, enemy colliders stay on when they die. The full heal every attack also felt broken and maybe adding in some more "vampire surivor like"-esc elements like being able to choose btwn a heal and some other upgrade (whether is be speed regen, lower mob spawn rate etc) so the player has more agency when playing would be a good addition.

Submitted

Fun game, discovered Thor Mode and it made me snicker. I'm with grantlerr, it took me a bit to realize I didn't actually attack and just had to scoot around the baddies. Music was intense, and sound effects were nice!

Submitted

Nice game! It wasn't immediately clear that i was attacking things automatically. Needs a bit more visual clarity i think. But still, nice job!!!

Submitted

I haven't actually played vampire survivors — but I could tell instantly that it was the inspiration for this project, credit to your design, I think it has been successful.

As other's have mentioned I couldn't tell when the player / sword was able to attack. I wasn't sure if I just needed to play it long enough until I gained that ability. As you've mentioned in the description, "sword waiting for your wielder", maybe it's only possible later in the game.

Submitted

Cool idea. Would love some indication on when the sword is attacking. I couldn't tell when I was doing anything. The only thing I did notice was when I was taking damage. I'd love to see where this goes as you keep working on it.

Submitted(+1)

GDD is fully fleshed out, that's amazing.
I suggest changing your table formatting at the end to be slightly more readable as the completed color gets lost against a white background.

the game is SO LOUD TURN IT DOWN