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They Want Our Blood's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Horror | #4 | 3.300 | 3.300 |
Presentation | #7 | 3.900 | 3.900 |
Gameplay | #7 | 3.600 | 3.600 |
Theme | #10 | 3.700 | 3.700 |
Overall | #10 | 3.450 | 3.450 |
Creativity | #14 | 3.400 | 3.400 |
Story | #16 | 2.800 | 2.800 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you choose to implement the Theme: Thirst for Blood in your game?
Enemies suck blood out of you.
Did you implement any of the optional Bonus Challenges, and if so, which ones?
Sorta, our enemy is vampire-like
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Comments
Like what you was going for! Interesting monster design that ties in great with the from the hip shooting. Especially the camera movement on the grab and the push back.
Get nostalgic Resident Evil 4 vibes from the grab, knockback and shoot mechanic.
The camera movement with the mouse really dampened my experience though, and way to many keys to collect.
This one is your standard affair with finding keys and opening doors only to find more keys and more doors. I've seen that so many times it truly feels uninspiring to me. Nevertheless, my son REALLY REALLY enjoyed it and forced me to play through the whole thing. I wish the level and props had the same visual style as the characters because that would have been a nice aesthetic. This way they seem quite out of place. Movement was so slow to the point of being unbearable. The player character is pretty cool though and I enjoyed the light humor of the grail being on the floor of a random restroom. The slow reloading actually created some tension and I wish that was capitalized on more throughout the game.
Per my son, "Gameplay was amazing. Definitely a lot of cool stuff. Why would you put a holy grail into a bathroom? Why does he need it anyway? Story: I like the story plot. Presentation: The menu and the ending was pretty good as well. I like the voices. And the enemies are actually weaker when they start hugging you. The theme was amazing too. The horror: ahhgghhghghhhhhh gah gah gah oga booga wadalama bing bong."
As others have said, the pace is a little slow. Maybe add a sprint with a meter if you want to keep the tension up. The gunplay felt good but I think the camera moves too much when you zoom in. The overall mechanics were solid. The atmosphere and reactive music also were done well. I got stuck in a box and couldn't finish the game though.
Nice game, it has a good creepy feeling to it. I love this SCP-ish monster and I would've like to find it sooner... and darker maybe. Overall very good gaming experience, maybe better with faster movement, or maybe I'm just to anxious to see monsters 😅
Lov3ed it!! I got stuck behind a crate once and the game froze once after looking at a picture.. but other than that a great experience. Walking was a little clunky but reminded me of early resident evil in that way so it wasn't awful.
I was able to exploit a gap in the top of the stairs to avoid all the enemies after I got the grail!
I liked this game a lot, but the aiming was WAY to stiff.
Glad you liked it! Sorry you had difficulties with the sensitivity. I'll try to figure out something better for that. I think you played the older more buggy version though
Oh possibly. Was there an update recently? I went on a download spree for them after the jam ended.
Yeah, I updated the AI. Way less buggy. They don't detect you through the doors/walls anymore. I did up the sensitivity a little but it might still be low for some.
Ah gotcha. I might check it out later!
Aiming should be fixed in latest build!
Sweet! I'll check it out when I get a chance!
I was legit scared! I got all the keys, but I could not escape. Awesome job! I love these monsters.
Thanks! Glad you had a good time!
Honestly loved the vibe here, it really reminded me of old-school Resident Evil games and had a fun yet manageable difficulty. There were quite a few clipping issues and bugs, one of which ruined my first play-through since enemies on the top floor clipped through the door and I didn't have enough ammo to take care of downstairs necessary enemies. Even after that blunder though, I felt like it was worth it to restart and keep playing to the end. The ending bit was cool but is easily cheesed by shooting the middle lower floor guy then walking through the opening at the top of the stairway and walking along the tiny ledge above the exit door, where you only have to kill 2 or 3 of the enemies instead, but you can still get stun-locked to death by the two guys in the ending bit if you're not careful. I think if you all do another game like this, allowing a melee push or punch attack that didn't require injury first without damaging the enemy to get some distance would be helpful, as well as a running ability would be nice.
All in all, really solid though I had a blast and enjoyed the vibes! The art was also super nice, the enemies were pretty spooky but not overly terrifying. Their knife-hands really creeped me out, and how they turned red with the MC's blood was a nice detail.
Thanks! I'm glad you had fun! Everything you mentioned was planned but you know how it is in a game jam ;). This was a pretty ambitious project for our skill level.
Checked it. The game feels pretty slow and the enemies aren't really that terrifying. The most surprising thing though was the severe clipping issues I faced on my playthrough. A bunch of props I could phase through and the rail on the second floor, I leaned and fell back to the first floor. And not to mention that doors I feel should open because there are monsters behind them, don't open so they awkwardly clip through the door and get unstuck if I shoot them.
On the bright side the basic combat mechanics work, but the door mechanics and how they should open are practically busted.
Hey hey thanks for taking the time to play our game and leave a comment. Please remember this is an entry to a game jam so they'll be bugs- constructive criticism will be useful to devs 👍
I just posted updates and the AI has been significantly improved. I'll look into your other feedback soon.