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A jam submission

FarstormView game page

League of Legends with Runescape movement.
Submitted by kablouser — 2 hours, 9 minutes before the deadline
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Farstorm's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#93.8003.800
Technical#12n/an/a
Creativity#153.4003.400
Overall#153.4003.400
UI/UX#163.2003.200
Features#173.2003.200

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.

  • Well done really good project. You cant quit the game during gameplay, which is a big must when sending a small project to a potential employer.
  • The idea of a rogue-like is present, and it has potential. There is an issue with such UI-heavy projects in which is it really hard to explain everything in the screen, and there was no on-screen help. There are quite a few nice details in the game, such as explaining the area of influence of the weapons, humans reacting to you and opening to trade when clsoe to them. I could go a few levels deep until the difficulty was quite increased.
  • Nice entry. The first Linux I found and it works (magic of the Unity engine!) You managed to complete a whole game loop: combat, a small economy, an inventory (a bit clunky but it works) and you managed to make some animations as well as sound and UI. Overall well done! I didn't see any bug except small things like the items are in cooldown when you die (I was awful, I had an hard time beating those orcs!) so also in this regard good job. What you can if you wanted to improve: A bit more polish in the UI. Even just a simple background in the text would have made them more readable. Floating damage! The health bar is enough but it's better to have more feedback when you attack. An inventory: I like the idea of dropping the item(s) so you have to handle what you have but most of the time I ended dropping some items I liked just to give a quick look at the sellers before they get attacked by mobs. It definitely increases the pace but a little bit of extra space would have been nice.
  • This was good, I just wanted to give some general feedback: 1. It was good that you aimed for a Minimum Viable Product, however be careful not to get lost wanting to make a cool feature (Procedural River Generation). It can be cool to have, but that time could be spent elsewhere. 2. Linking to the above, make sure you leave time at the end for bug fixing and balancing so that you can try to make it as polished as possible. 3. The Main Menu is usually the first thing that people see, so it can be worth adding some polish to it so you start off with the right impression. Something as simple as the logo goes a long way. 4. From your documentation, you wanted to make something that focused on exploration and combat. The combat element is fine, however there didn't seem to be much need for exploring as the enemies tended to be spawned close to the player and immediately attacked. Look at spacing out their spawning more (giving a distance from the player), and tweaking how they attack (i.e. have a roaming state, when the player is nearby they switch to attack, if they're near another enemy and they get attacked, switch to attack, etc.). 5. Random world generation is great as it gives endless replayability, however it can also tend to make worlds look odd. Try exploring tweaking the algorithm and playing around with Biome's (i.e. clumps of trees/rocks/water tiles). Like I said, this was good and something you should be proud of.

Challenge Tier

Sumo Digital Rising Star

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