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A jam submission

Chtulhu DawnView game page

Slay Cthulhu's minions to protect the Light as long as you can
Submitted by HBacon — 22 hours, 52 minutes before the deadline
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Chtulhu Dawn's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#173.1823.182
How much do you enjoy the game overall?#173.1823.182
How well does the game fit the themes?#193.4553.455
Overall#203.0003.000
Audio#242.6362.636
Visuals#352.5452.545

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

How long was your dev time?
2h59

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Comments

Submitted(+1)

A very simple thing you could add that gives the game a dynamic and lively feeling is slooowly increasing the speed of the music over time. You can do that in just a few lines of code in Godot, and with the simple background music, it would work very well in adding intensity.

I found it a bit odd that the player wasn't affected by the tentacles at all, but that could be a neat additional mechanic, forcing the player to run around to block enemies as well.

Really liked the campfire dimming effect. Great entry! 🎉

Submitted(+1)

That note about the lack of player damage reminds me: I thought it was a pretty interesting “meta” that I could sort of shield the flames by boxing tentacles away with my body, haha. Definitely an interesting subversion, even if it might not have been intentional. 

Submitted(+1)

Simple enough twin-stick shooter. Sprites are pretty cute and I I do enjoy a good lighting effect. Minor nitpick is that the player character’s “darkness hitbox” could have been aligned a bit better, other than that, the game worked fine. Nice job!

Developer

Thanks you for your kind words !

Player sprite was the very laser thing I've done in the 3h period, and I ran out of time to adjust the light occluder...

Looking forward to play your game once I come back from work :)

Submitted(+1)

First, the pacing and difficulty curve is excellent. Second, the soundtrack is fucking awesome. 5/4 time signature with that repeating minor sixth interval. It's haunting and sullen and grave. Perfection.

LETS GOOO I JUST SCORED 101!!! Visuals-wise, I'll start with the positive. The minions' design (tentacle-based) is the strongest. Very good, well-animated, and sets up this sort of fantastical and eerie but playful tone. Next up, the blaster works fine. I think even the campfire is acceptable, because it's a mere set piece. 

The main character needs work. Players MUST sense the main character had care put into it, because we as players are it. I get the sense you might partly be hiding behind a lack of effort (last week with the audio; this week, the visuals). Now, you might defend yourself against my accusation by saying you only had three hours. 

But we both know there are completely respectable and self-serious ways to produce assets under time pressure: you achieved it here with the audio. And you achieved it last week with the visuals, too!

Your SPECIFIC talent -- I'm calling YOU out specifically, here, because it doesn't apply to other, less experienced devs -- YOUR talent is ready to stand on its own merit, without having to hide behind the crutch of joke assets. Risk trying and failing, put your heart into it!

I also get the sense that you are intelligent. All you have to do is get a Pinterest, search "simple character design" on Pinterest, and start collecting images you like (that seem vaguely achievable). Then roughly base your next character's design off the general proportions you see in the stuff you like. The result might frustrate you. It may not look at all like the original. This always happens, and it's normal, and it's okay. The player won't see the original; all they'll see is your finished design, which I guarantee will look way better than starting from scratch. You can even get creative and combine two different aspects of two references. Stand on the shoulders of giants, I think this is all you need.

Lastly, choose a palette. You should be choosing palettes, like, YESTERDAY!!! 

Please excuse the unusual sternness in my tone, it's just every. Single. Aspect of this project is RIGHT THERE. As soon as the visuals catch up, you're pumping out solid gold. I would even be willing to devote a set of three hours just to produce assets for your next project, in whatever style you prefer, because of how much I believe in your vision and potential. Better yet, you design the initial character and then I will animate it for you.

Please take this to heart and keep going!

Developer(+1)

Hello Cul de Grace (I assume you are french ? So am I!)

Thanks you so much for this extensive feedback. It is precious to have this kind of return as a beginner :)

As you said, visuals are definitely something hard for me. They are the last thing I've made in this jam, so they are indeed pretty rushed and barebone (not mentioning my complete lack of affinity with any visual art in general). That's a skill I will train along my gamedev journey ! My main priority todaI is first to write a code that works haha. I really want to do everything from the ground up for each jam as much as possible, so that I can learn and improve step by step. This might take a long time, but I hope i'll be able to produce something decent one day, regarding visuals, sounds, gameplay and so on.

Thanks again, I'll try out your game once I can :)

Cheers

Submitted

Wow, I’m surprised to hear you’re a beginner! In that case, I apologize for being so harsh, haha. Well, consider it a testament to your knack for pacing that I thought you were more experienced.

I think it’s fair to do it from the ground up. And just like music creators can listen to and collect music, you can also view and collect images that speak to you as well. You don’t even have to refer to them them consciously in your projects; just collecting them is enough. The style will bleed into your work subconsciously. 

Hopefully you will find this a suitable alternative. Best wishes to you, and I’m looking forward to your next project! 

Submitted(+1)

I love the tentacles design !