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A jam submission

AstralBladeView game page

Hack and Slash
Submitted by Tom Mezzie, Imugiwyrm (@Imugiwyrm), JulianCortez, bryanv7, Brian Cabrera, fredcomposer — 28 minutes, 38 seconds before the deadline
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AstralBlade's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#372.7272.727
Visuals#433.0913.091
Audio#462.5452.545
Overall#472.6362.636
Originality#522.6362.636

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Video Game

Was your game made solo or in a team?
Thomas Mezzie - Project Lead, Programmer, Level Design, Combat Design, Rigging, Space Station Model Julian Cortez - Level Design, VFX Imugiwyrm - 2D Art bryanv7 - Player models and weapons Brian Cabrera - UI Programmer & Level Design Fred Composer - Music, SFX

Did you use any third party assets, if yes what assets did you use?
ARPG Samurai https://www.unrealengine.com/marketplace/en-US/product/arpg-samurai Space VFX: https://www.unrealengine.com/marketplace/en-US/product/space-vfx Modular Japanese Buildings: https://www.unrealengine.com/marketplace/en-US/product/modular-japanese-building... Infinity Blade: Temples: https://www.unrealengine.com/marketplace/en-US/product/infinity-blade-temple https://www.dafont.com/openbrush.font

Did you choose from one (or more) of the optional secondary themes?
Celestial, Historical Events

Does your game contain 18+ content (Nudity, Gore, Language)?
No

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Comments

Submitted

I liked how movement feels and liked player animations. But AI of enemies ruined the game for me, unfortunately. Fights are not satisfying. And I advise to find better sounds for enemies and for impacts. But it was interesting to try this game!

Developer(+1)

Much appreciated!
We are currently working on a big update right now and hope to get it posted before the end of the jam.


Will keep you posted!

Submitted(+1)

Pretty cool and unique setting. I got wrecked at the boss, but man, that smokey run is cool. I got to the boss, but couldn't handle him and all the other enemies at once. Congrats on the game!

Host(+1)

Cool game, if you worked on it again in the future I would definitely up the enemy AI a bit and add some checkpoints. I made it all the way to the end then died to the boss.

Submitted(+1)

The sensitivity felt way too high. I ended up running past a ton of enemies and getting killed by the boss. Some of the mechanics were pretty neat, I liked being able to run and attack at the same time. Unfortunately the combat felt a bit clunky even with locking on. Hits didn't really feel good, blocking animations were a little weird. Overall it's a cool game, great entry!

Developer

The plan is to tune the speed and sensitivity a lot lower than it is now. Slower combat, less enemies but more dense with a revamped map so we can also fine tune the combat and make it more impactful with floating damage numbers for example.

Submitted

I love me some floating damage numbers. Sounds cool. I do like the epic scale of the map, but I did read through problems someone else faced with falling down and calling it there. Truth be told I did fall off the first stair well, but I wanted to see what was up there so I ran all the way back up. It does seem like having some kind of shortcut back up like a gravity cannon or something would be helpful.

Developer

Hard agree on this and something I foresaw happening.

The stairs are cool in a cinematic level but our implementation of it was simply not fun.

We messed up there but plan on fixing it on our revamp.


Now imagine testing those stairs originally over and over haha.

Submitted (1 edit)

Haha, I can imagine. That's so funny because yeah testing the stairs is immediately a red flag, you had to have been like, "We gotta do something about this!"

It makes me think of how the devs of TotK came up with Ascend, they were like it's annoying to try to climb out of these holes, just add a debug thing that let's you essentially teleport out. I could imagine you would do the same thing, off the top of my head you could create a teleporter for each set of stairs that keeps track of how high up you climbed ever and it moves an empty object to keep track of it, so if you happen to fall half way up, you will see a teleporter entrance at the bottom of the stairs that will instantly teleport you back up to the last known height of the stairs you went to, or if you don't care about keeping track of last known height you can just make a trigger at/near the top that opens up the center column of the elevator which is the previously mentioned mancannon or even a simple elevator that just takes you to the top, quickly.

Another suggestion I just thought of but I had thought of it before, the camera should be a little bit delayed/damped behind the player's y axis, that way running up stairs and jumping don't feel too crazy.

Submitted(+1)

Neat 3D game you have here! I had some fun exploring around abit and testing the combat mechanics. Movement felt pretty good on this. 

Managed to get to the boss's room but I wasn't able to beat it. I feel like having a swarm of enemies there is a bit unfair. I felt like the staircase was a bit too long for my taste as there wasn't anything happening while going up. Not really a big fan of padding game time this way.

Just needs some polish and you've got pretty nice game here!

Developer(+1)

Thank you!
Yeah myself and a few others are planning on a complete overhaul on both the level but mainly those staircases.

In regards to enemy amount we are tuning the enemies so each one is more of a threat but balancing this by drastically removing the amount of enemies.

Submitted(+1)

Interesting environment! I don't know if I instantly found out the best strategy but attack + lunge attack right after would kill most enemies easily. I used shift + lunge attack to move as fast as I could and it was cool to turbo across the environment after fighting some enemies.

I think I was almost reaching the end of the game (after lots of stairs and a bridge) but I unfortunately got too excited and sprinted and lunge attacked right on a NPC, which sent me flying back at a ludicrous speed to the lower part of the game. 

Overall I think it was a very fun game. Combat could have more feedback, like maybe a visual effect upon hitting enemies, or a knockback, but other than that, I enjoyed traveling through the scenery, fighting and talking to NPCs.

Great job!

Developer

The feedback is much appreciated - I was thinking we could realistically add floating damage numbers to add some more pop towards the player.

Overall we look forward to revamping the map most of all and refining the combat a bit more.

The lunge attack is fersure super fun!
Yeah right after the stairs and bridge its the end!