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Pyramida Battle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sok-Popping | #9 | 1.581 | 2.000 |
Art | #9 | 2.055 | 2.600 |
Gameplay | #9 | 1.897 | 2.400 |
Music | #9 | 0.949 | 1.200 |
Overall | #9 | 1.621 | 2.050 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I played a few times and won the last couple. :) I didn't realize at first that the right mouse button was to move as well as attack, but that was probably just an oversight on my part.
The atmosphere was cool! I liked the use of greens and blues to make that spooky graveyard kind of vibe. The models did look a little sharp for a Sokpop game? But honestly, I don't know the first thing about getting their aesthetic -- pixel shaders? low polygon counts? -- so kudos for what you did end up releasing.
If I have one major criticism, it's that I wanted a little more visual feedback from my inputs. I couldn't always tell if my instructions who to target were being received, and when my units had orders to follow vs. waiting for input.
I overscoped trying to make Pyramida in 3D and had never worked with animation state machines before, so it took a lot longer to get any visuals working, so I ran out of time. And yeah, a little sharp for skopop. I started working on a visual filter but forgot about it until Sunday :P.
Pretty hard to keep track of the team and keep them away from danger. I ended up losing 2 of them then surviving with the last guy. He died eventually but to my surprise, the first 2 guys got revived and I was able to win. It's cool that this was built with Unreal.
I put the revival mechanic in early when I was going to have the day-night cycle and left it at a low number for testing. I then promptly forgot about it.