Gives off some good Absolver vibes. Shame we had to kill the tutorial guy
Also, I got the "no hit - perfect"... by running past everyone :D
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AlleZ's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #2 | 4.556 | 4.556 |
Gameplay | #14 | 3.611 | 3.611 |
How much do you enjoy the game overall? | #15 | 3.444 | 3.444 |
Overall | #16 | 3.380 | 3.380 |
Audio | #20 | 3.222 | 3.222 |
How well did the game make use of diversifiers? | #23 | 3.000 | 3.000 |
How well does the game fit the themes? | #47 | 2.444 | 2.444 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How much time was taken?
We went 30 minutes over on build 2 and we didn't quite make up the time for build 3. We wanted to spend some extra time to add sound fx, UI, and juice up the game a little bit so we made a 4th build.
Build 1 - 3 hours (it's not win-able or lose-able, you can just run around)
Build 2 - 6.5 hours (it's also not win-able, but there is some of the dueling system working)
Build 3 - 9.5 hours (playable version)
Build 4 [the build on the game page] - 12 hours (added juice)
Use of theme?
We wanted to use a little bit of each theme, but not much got finished in the final version.
Chain Reaction: In the dueling, we wanted to create chains of actions: attack -> parry -> counter attack. This is kind of in the game, but you can't chain together multiple attacks or parries.
Negative Feedback Loop: Our idea was that when you died, your corpse would become a new enemy adding to the difficulty, but this didn't get implemented, currently each 'run' gets a fresh forest.
Novel Twist on a Classic Game: Our initial pitch was inspired by games that are 'classics' to us namely: Link's Awakening, DayZ, DarkSouls, and Absolver. The final game is a sort of combination of these in a more retro-arcade style.
Use of diversifiers?
- Procedurally-generated - the forest is randomly generated from tiles
- Multiple input keys - WASD, IJKL, Arrow Keys
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