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Doppel Chaser's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #7 | 3.174 | 3.286 |
Creativity | #8 | 3.174 | 3.286 |
Audio | #12 | 2.070 | 2.143 |
Narrative | #12 | 2.070 | 2.143 |
Overall | #12 | 2.369 | 2.452 |
Visuals | #15 | 2.208 | 2.286 |
Theme | #16 | 1.518 | 1.571 |
Ranked from 7 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: Vampire in your game?
I choose to implement the theme into my game thinking about the blood drain aspect of vampires. I made a mechanic where primary shots restore player health and secondary shots drain player health.
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Comments
The AI was really cool to fight against and the controls felt slick. I think something went wrong with the audio because nothing ever played for me and the north face button didn't seem to activate the secondary attack (I had to use the shoulder button). I couldn't make it past the first enemy unfortunately so there wasn't a ton of the game I was able to see but I liked the different gun attacks. I didn't realize the gun attacks only happen on secondary fire though so that might be something worth explaining somewhere.
Yeah that AI is a new source of pride and joy for me.
So the audio, I forgot to set it back to a values higher than zero in the pause menu, because when testing the music would drive me crazy during testing. You can still turn on the audio by pressing pause and then going to sound settings.
The north face button was not supposed to be their. I thought I got rid of that text.
The game itself is a practice room and a single level so the battle against the AI is the entire game.
Thanks for the feed back I really appreciate it.
The AI was really cool, I'm interested in hearing how you implemented it.
The gameplay felt really fun, there was great feedback for everything and many ways to fight.
However, I didn't really understand when to use the shot that drains your health, it seems very unforgiving that it drains 30 health and does not drain that much from the enemy.
I also didn't really use the taunt, I think that's because the game is very fast paced and it's hard to know when.
So I ended up having a much easier time with just the basic shot and dash, which felt great on their own.
I didn't notice a problem with the jump, maybe it could be better but to me it felt okay.
I also always struggle with getting these things to feel right :)
The narrative sounds pretty cool in theory meeting the doppelganger was nice. I think it could be really cool if you had the time to put it in the game.
I think more graphics could have helped a lot, the stick figures and their animations were good, but I really didn't feel like I was in a cave with the white tiles.
The Ai runs on a set triggers. The AI in this project became a new source of pride and joy for me.
Yeah I think the design was fundamentally flawed because the secondary fire puts you on death's door.
I thought I deleted the taunt. It was a carry over from a previous project. That should not be there.
I think I over scooped on the project because I wanted to incorporate everything I have learned up to the point but after hearing some feed back the basics should have been the entire game in retrospect.
Jumps be hell. If you got any tutorials that I have not seen yet, please share, I am always willing to improve.
Thanks, the doppelganger idea was formed from me over scoping the interactions between player and enemy. In the future I think I can give more context because this is the first project where I tried making cutscenes.
I actually do not know what to do with my tiles. They never go for the impression I want players to have.
Yeah the stick figures are a problem. I cannot dedicate the time to make good sprites for my project and the sprites I look for do not have what I look for. I am in need for an artist to work as a partner on projects.
Thanks for all the feedback I really appreciate it!
Yeah you did a really good job on the AI. Thanks for explaining it.
The taunt may not be there, but it was listed in the controls menu, that's why I thought it's button does something when it probably didn't.
You may have overscoped, but sounds like you learned a lot so maybe that scope will be fine for the next one :)
I don't have any jump tutorial unfortunately and I'm also struggling with that part in my games, for my next one I plan on spending a fair amount of time making sure it feels right before moving to anything else.
In terms of the art, I really understand how hard it is. What I did for my game is look at some tutorials and references and try something very similar. Then while working on the game I was able to spend a lot of time polishing them and they became more unique, while I feel like I also imporved a lot from this process.
As a non-artist pixel art was much easier for me, maybe you can start there.
One thing I forgot to say in my original post was that the sound was not playing at the start, and that was because it was turned off in the options by default.
I have attempt to do pixel are before but it still requires basic art knowledge and practice to get good lines on tablet. Drawing on a tablet also hurts may hand more so than a sketch pad. Art assets that go further than stick figures is going to be big challenge for me going forward.
Ok and the theme? I only see stickmans shooting with guns in a disco place, the IA looks good, is hard, the stickmans move good but gameplay need better jumps. Ey I wanna see vampire games!
I think the theme got lost along the way without me realizing it. Original plan was to have two vampires duke it out in a cave with both the player and opponent being able to drain and use blood from one another. Health as a mechanic has always interested me so I thought the blood drain part of vampires would be a good jumping point. But as I was developing the game I think I over scoped and had to cut certain features in places such as the opponent being able to drain and use blood from the player was scraped due to difficulty but I think I should have kept it in retrospect despite the difficulty.
As far as the stick people are concerned, I do not have time to make detailed art so stick people are very efficient for me. As I was making the game, there were more vampires aspects I wanted to include like a little bat buddy that monitors the players HP, and bat wings when jumping but ran out of steam time and ability towards the end. Though disco place, never thought about it. Interesting....
The jumps are something I cannot seem to get right. I have watched various tutorials, messed with physics states (such as falling), and used different rigidbody methods but nothing seems to work. Is their anything about the jump specifically that is off. If you have any recommended tutorials I would really appreciate it.
Sorry the game could not meet your expectations, I'll be sure to take the feedback and improve on the next project.
Ohh I know jumps in platformers are hard, I don't have experience in platformers. So think in the idea of: you arent making a normal human jumping, so crash some phisic rules... (is more something emotional to say). Ey man to reach the theme the only one thing needed is... decoration, assets that looks all vampiric!
Okay, I did try to look for some assets for the jam but they were clashing all over and was spending hours looking for an ideal asset so I gave up and went with my own assets for consistency. But next time I could make some stick vampire assets.
Jumps are hell. I have physics sensitive friends that always tell me the jump is off but I am getting better and better.
Kind of hard to distinguish the background from the foreground
Thanks for the feed back. I will be sure to keep that in mind on my next project.