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Surtr: The Edge Of Ragnarok's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical Implementation | #95 | 3.250 | 3.250 |
Fun/Design | #123 | 3.219 | 3.219 |
Overall | #151 | 2.987 | 2.987 |
Music/Sound | #168 | 2.813 | 2.813 |
Graphics/Animation | #186 | 2.938 | 2.938 |
Theme/Limitation | #210 | 2.719 | 2.719 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
Literal boss fight, and the story is on the edge of ragnarok.
Team Size
Trio (3)
What main engine/tool/language did you use to construct the game?
Gdevelop
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Comments
Pretty tough game, well implemented, though! It would have been cool to have some more player feedback for hitting/being hit, though. Great job!
Thanks for playing!
And yeah, feedback when you got hit/died were some of the top complaints about the game. π€
Thereβs an impressive amount of content in here for a jam game. Good work!
Thanks for playing it!
It was a lot of work. lol. π
The design for this is pretty solid! The upgrade system and difficulty progression are really good. I actually played this one a lot. That said, I could have done with less dialog before getting into playing the game. I also found it odd that with each thrust of the spear the character traveled forward in the direction of the thrust. Took some getting used to. And the different attacks didn't have much difference except that the secondary attack took longer. It might have had a longer reach, but it didn't seem to matter. It was better to get up close and spam the primary attack and do much more damage in a short amount of time. Even when got a damage bonus both attacks did the same amount of damage.
Anyway, don't let any of that get you down. It really is a good game!
Thanks for playing it!
Yeah, the key thing I noticed about the heavy attack, is that I should never have called it that. π Another dev played through my game and we talked about it, and we decided it should have been called a "swing" attack. It's got a wide range so you hit more enemies in an arc, and it has higher knockback.
It's really surprised me to see how the name of the attack made all the difference. Because people would use it and see it did the same damage, but was slower, and then write it off as being a less effective version of the normal attack. All because their expectation was that it was supposed to do more damage. (Lesson learned, I've got to be more careful with how I label things) π
Nice game but so so hard. The knockback is really strong but the low damage, sheer amount of enemies and long attack time make it necessary. I also like that the enemies telegraph attacks. The heavy attack and dash didn't seem useful to me, also I managed to get offered the same upgrade at the start so something to be wary of!
Thanks for playing it!
I've been getting a lot of comments about how much of a wall the start of the game is before upgrades, and that it needs some balancing lol. Also, yeah, I rushed with the favors randomization, and didn't make any way for the second favor to know what the first one is to avoid doubling up. So that's a bit of a bummer. lol.
Nice work! The gameplay loop is well designed to make you keep playing! One thing is that perhaps there is a way to animate melee attacks by enemies (e.g. lunging) to better indicate when an attack is made!
Thanks for playing it!
I tried using that flash before they attack as a quick and dirty indicator, but that's been one of the things people have commented on. Needing more warning when enemies attack/you get hit. So I'll keep that in my mind. Thanks. π
Great take on Hades and boiling it down the core mechanics and things that made it enjoyable. The key difference there and here I think is that Hades is a full game you're committing to when you purchase, for a jam game, I think more jammers would get a chance to experience the awesome game you made if you cut the difficulty by ... maybe half, at least 1/4. Give us more health to start, or more damage, or reduce enemy damage. Just a slight balance adjustment to get kicking to into things quicker.
But I'm glad I kept rolling through my lives because it's a really enjoyable experience. One oddity on my first run is that my Favor was the same item, if I weren't familiar with the Boon system I probably would have just thought the chest was glitching.
If you did want to keep that initial difficulty curve and you can safely assume a player will die quite a few times on their initial run throughs, then I would suggest chopping up the opening dialogue and doling it out on each restart. The dialogue itself was good, it was just too much at once when I wanted to dive right into the dungeon crawling!
Overall, an awesome jam entry. I enjoyed my time with it. Your team should be proud.
Thanks for playing!
Those are all valid issues that I've been gathering from watching playthroughs and feedback. I don't usually go back and fix jam games, but this one was so much work that I will likely go back and fix those issues after the jam is over, especially the pacing issues. Story throughout and a difficulty curve instead of a difficulty wall. π
I love this sort of games, I just wish the game was saved after leaving.
Had to leave and lost my progress =(
Oh no! Sorry, this was made in such a rush I never even thought about a save/load system. π
Really fun game, has a lot of replayability too! Well done man :)
Thanks for playing it!
fun game but you cant really attack the enemy without getting hurt because when you attack you go forwards. also too much dialog at the start
Thanks for playing it! And for the feedback. :)
Very well done and polished game. I love the design of the enemies and the random feel to dungeon layout. Replaying the game works well and I can see much more added to it. The only thing I would change is that if I'm attacking with the spear and move my cursor, the direction of the spear should update rather than waiting a second before attacking again.
Thanks for playing it!
And I agree. A lot of feedback related to that. I didn't notice it was an issue when I playtested it, but after watching other people play it.... it's a pretty annoying issue. π
Great job Wes, what an ambitious project for a jam game! Following you and Sparkman's videos is what got me into GDevelop! I thought it was awesome how much y'all were able to implement into the game in the given time, and I enjoyed both the art and music you chose, they fit the game really well! I think dialogue at the beginning was a bit hefty and the game would have benefitted from spreading the story throughout the play experience. That said, I thought the story contextualized the game really well and helped motivate the player to keep pushing towards the end! Great Job!
Thanks!
The music was actually made by our musician within the time limit of the jam.(linked in the description) And yeah, I do wish I'd gone back and sprinkled the story throughout the game, instead of frontloading it like that. That was purely a decision made out of panic lol.
Good job, I enjoyed the rouglite aspect to it. I eventually made it all the way to the end. For my feedback, the things that frustrated me the most was how long it takes before the player is back in controll after the attack animations, Ifelt too locked in to not being able to move too long after attacking made evading really difficuilt. For me the best stratagy to win is level up strength first untill you can 1 hit kill all the enemies, then level up hearts. I think it also would have been wise to make upgrades cost more each time you baught one.
Anyways, good luck for the rest of the Jam!
Not many people made it to the end, so thanks for trying it all out. π (It's a lot longer than the usual jam game...)
I think I made the "combos" too long, which is why people got locked in too long, currently 5 attacks get saved up. And someone actually found a way to get locked in to a combo infinitely..... which uuuhh... is bad. π
Easier beginning and a better curve for upgrade costs and enemy health would have felt more fair for sure.
Thanks for the playthrough and feedback. π
It's all experince! It was long, but I felt the urge to finish it, so thats a good sign. Good luck anyways!
Turned out really well dude! You the first dialog with the grunts and stuff immediately reminded me of hades. The upgrades are great, I def got a mini hades experiences. Now when's the devlog? :)
Thanks for playing it!
That's awesome to hear. I spent the first day just trying to break Hades down to it's simplest mechanics, so I could make it for a jam game. lol.
Devlog comes out friday. Did you see the "epic" trailer I made. π
Video is out now if you haven't seen it yet. π
Oh yeah, I got notifications on! ;) Nicely done my friend.
Great game!
Thanks!
This was great Wes. I haven't played Hades but I love the idea of a game where you always feel like you are making progress, especially in jam games. Nice variety of upgrades and enemies, the game was fun to play and a good challenge. I also liked how you enemies visually telegraphed when they were about to shoot a projectile to give you a chance to get out of the way.
My feedback would be to have a death animation for the player, have some audio indicator for when you only have one heart and probably have less rooms before making it to the boss.
Overall, awesome job!
Thanks for giving it a play. π
Yeah, I wish I'd had just 1 more day to get playtesting done. The game only got a handful of playthroughs and I guess a death animation is one of those things you ignore while testing a prototype. And totally agree, a lot of people commented on the game's length being a bit too long. 2 rooms per favor would have been much better than the 3 rooms per favor that's currently in the game.
Cool little brawler. I loved the upgrade system and the attack sound effect felt really nostalgic for some reason. I found it pretty difficult, mostly without any upgrades it's brutal. The small enemies are a bit hard to hit too (I guess I'm too impatient).
Didn't find the boss but it was fun for the time I played it. (finishes a room and a half at best)
Thanks for giving it a playthrough!
Yeah, it's got a rough difficulty spike at the start. Boss is at room 13. π
nice game and fun but i was very bad and could not even get pass room 1
Well that might mean I made it a smidge too difficult lol.
Noone has commented on the boss yet, I'm wondering if noone is getting there. π
I don't see where theme is but the game is fun with upgrade system :)
There's a boss at the end, and the story is be about being "on the edge" of ragnarok.
Pretty fun game! Some of the art is a bit blurry, and I don't really see how it fits the theme too much, but other than that, It's a great game! I also found a bug where if you atack and dash into a wall at the same time, you will go on the other side :p
Please play and rate my game as well!
Cool game Wesley! Collecting the different powerups were really cool, and it did manage to capture that addicting loop for me that Hades always did! Thats a huge plus. Some of the powerups are definitely more powerful than others. I'd say the one that heals you every room is way OP since it gives you additional hearts past your max, and then the one that gives you extra coins is great too. Upgrading your strength definitely seems the way to go here, though I think the 2 points I had in speed on the final boss made him a real piece of cake. The game may be a tad bit too long. Since you're doing multiple runs and jam games are typically between 10-15 minutes, probably 9 chambers with a boon every 3 and a final boss on chamber 10 would be golden. Anyway, really loved it! Great job.