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Hero's Edge's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical Implementation | #114 | 3.147 | 3.147 |
Fun/Design | #126 | 3.206 | 3.206 |
Overall | #186 | 2.812 | 2.812 |
Graphics/Animation | #206 | 2.853 | 2.853 |
Theme/Limitation | #242 | 2.471 | 2.471 |
Music/Sound | #245 | 2.382 | 2.382 |
Ranked from 34 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)?
You are the Boss of a Game that have the option of becoming the Hero of his own story while trying to escape a Lab and save his friend.
Team Size
Solo (1)
What main engine/tool/language did you use to construct the game?
UNITY, Blender, Audacity
Which diversifiers did you use, if any?
Made my own models and coded the complete logic alone.
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Comments
Nice game. The graphics are simple (a taste of little big adventure in the simplicity and colors). Some feedback:
Glad you like it! I need to work on doing better animations, the tricky part for me is making sure they are expresive and short so it won't "animate lock" the gameplay. Also I agree with the camera, I need to work on shaders and find a way to show the player through walls.
I loved the squishiness of the main character and the soft style of the top down graphics, amazing work pulling this off solo! Controls were intuitive and the design overall was great :D
Glad you liked it! I want to make it extra squishy, nice you noticed and thanks for the feedback on the controls, I was very concern that it would not be clear enough, so I kept a single button for grab and throw.
It was a lot of work and fun, still recovery sleep LOL.
Very nice game! Great graphics and style, nice job with the game and good luck with the jam!
Thanks! Glad you like it, likewise, good luck!
That was fun! The physics felt pretty good and I enjoyed the stealth aspect of the game!
Glad you liked it! It was my first attempt at a stealth game.
Great Game! I really liked the concept. It's amazing how much life you were able to breathe into a circle! Amazing work big props to you!
Thanks very much! Glad you liked it! It's all in the bounciness.
Great game! Movement is very smooth, but it would be cool if it had a soundtrack. Awesome Job!
Thanks! Agree with you, I need to make sure these games get a proper sountrack.
Nice game. I got hooked directly and played it all through. Easy enough and a good way to spend a few minutes. Good work.
Glad you liked it! I followed Vimlark advise, make a game that can be played fast and keeps fun.
BTW, your game had some awesome music and animation, made me laugh a lot, great work.
Pretty neat! I liked chucking boxes around and the story was a cute touch (rip Nessy). I tried playing it with a controller, but the controls don't seem to work too well. The "deadzone" is very small, so I often found myself moving a lot with slight movements (or controller drift), ideally you want the movement to be proportional to how far the stick is pushed, i.e. only move at full speed if the stick is tilted all the way.
Thanks! Agree, it was a bit too sensitive, need to go back and check the deadzone or move per magnitude to avoid that agressive movement.
Great game... movement is really smooth for me...
Great! Glad to hear that it was moving smoothly, wanted to find a proper balance between a blob and gel.
Fun game, interesting and cool idea. I like idea of the futuristic but hilarious lab. Roller enemies are the most epic enemies I have seen in games for a long time. It is kind of fun run away from tens of them at the same time.
Just the moving is a bit clumsy, and i found a bug where you may drop down from the crate spawn holes after you have picked one. Also enemies could have a longer FOV. Also the camera angle is bad because you need to see whats coming for down of the screen (picture).
I would like to see how the feature where the monster may eat enemies after defeating them and getting bigger; i think it is a slime or something?
Thanks for this great feedback! Glad you like and gave me ways to improve it, since you miss things in the rush of getting things setup and testing mostly on your own.
I was not aware about the posibility of droping in the crate spawn, it might be because the collider is set a trigger instead of a collision so the rigidbody goes through it. I recall setting up with a sphere raycast to ensure that it won't spawn thing when something is above it, maybe the trigger is a left over of the initial implementation. Thanks for pointing it out.
I agree on setting the camera, I made some "half walls" to prevent getting block, since I couldn't implement a shader to make things invisible, but I should have extended that as a default for horizontal wall that might case a negative impact.
The FOV could have been different, it was a hard decision but I found a solution, by implementing chase and attack minimun required distances to ensure a more "predictable" behaviour. Increasing the FOV is a good idea.
Thanks again for the great feedback. Now I got very define points that must be fixed.
"I agree on setting the camera";
You would add a camera further from the player character, and/or add the mini map for locate the nearby enemies, or assign the screen edges with warning arrows to mark up the close enemies.
If you want to be more fancy, you could make this into a 3rd person game, or able to move/look with joysticks. It's really up to your team suggestions for the which technical implementation is used, while on the game idea itself is enjoyable and also fascinating.
I believe the sweet spot can be a combination of those techniques, keeping it in that perspective but zoom out a little bit and use it's tentacles as arrows, so they will extend to the enemies that are close to it.
I can add a 3rd camera option with a minimap as suggested.
Glad you liked the idea, I was coding another game, and by Wednesday it did not felt fun, so I started again doing this one, those days lost would have been useful, but well, you live and learn.
I'm really glad you took the time to set the scene with a story in your description. It helped the immersion a lot. When I started up the game, it didn't really matter that I was just a green, bouncing orb, in my head I was nessie monster, slithering around. The animations you included helped to sell that, and it was a really satisfying feeling to consume the red helmet enemies and plus up in size. The sound effect and added girth made me feel more powerful. I have to say, for simple art, shapes and colors, I let out a, "oh, no" when I discovered ... well. No spoilers for anybody else, but you know what part. Nice touch by adding in the audible cue when you reach that area. But I did notice it would trigger each time I hit a certain point on the floor, so maybe set a if true, then turn off that variable once it triggers once. I also noticed my kill count carried over between runs and I'm not sure what was causing it, but sometimes I just could not get the prompt to grab a box to trigger. I think it's related to the player size. You see here in this screenshot, no matter where I stood around these boxes, I couldn't grab them, but I could grab the enemy. It's almost like the bigger I got, the further away my grab hitbox got from my body:
A few things to improve the experience:
- A checkpoint after the first blue door would be great.
- Sound. Even just a light ambient track, something that evokes sneaking around would be awesome.
- Maybe different armor for the boxes, so you could throw than once and some would be more valuable to have so you could quickly wipe out a room of enemies and feel more powerful.
- A third state for the guard. Maybe if one sees you they yell an alert and every guard in a certain radius acts too. It would make being spotted more scary.
Overall, this was an excellent jam game. You told a story and it was the perfect length that most participants will likely be able to see the end of the game. Great work!
Thanks for the amazing review and feedback! I was not expecting such a great response, I enjoyed your game so much too.
It was a challenge of mine to setup story better and find a way to communicate it smoothly, seems that I reached that goal. I wanted to play with the concept that monsters are a perspective, and thanks for preventing the spoiler :D
Oh the body count... I have a restart game function and I must forgot the line (boss_lives = 0;) my kingdom for that line, wonder if I can fix that and upload it. I had it in my to do to setup the boolean to avoid having the sound replay, silly me, I already had it for the dialog and my mind must have blocked at that point. Interesting that you mentioned the boss scale as a potential problem, I had to make some fixes along the way to ensure that the local scale for the grabbed boxes. I think you might be up to something here.
Finally, your recommendations:
- A checkpoint after the first blue door would be great: I agree completely, I test it quite a lot and I knew that would be useful even for me LOL.
- Sound. Even just a light ambient track, something that evokes sneaking around would be awesome: music is my achilles heel, adding some crunchy sounds for detection or a score for chasing would have been great and helped a lot.
- Maybe different armor for the boxes, so you could throw than once and some would be more valuable to have so you could quickly wipe out a room of enemies and feel more powerful: great idea, use the boxes as power ups, some can explode and attack others, some might cause delays other are exclusive for certain enemies, even a kill multiplier.
- A third state for the guard. Maybe if one sees you they yell an alert and every guard in a certain radius acts too. It would make being spotted more scary: I had it in the plan, if the player is in the cone of the enemy, it would do a sphereoverlap and check for nearby enemies to let them know that they need to chase the player too. I would love to do that, even peripheral vision. I saw a GMTK video about that was fascinating.
Again, thanks for your feedback and positivity! Sorry for the long response, but your reply was so nice and the feedback so on point that I wanted to return the respect.
Great game! very fun!
Glad you like it! I had a blast with yours.
really like this game alot of fun and very well programmed good job well done game for 10 days impressive
Thanks! Your team did an amazing job with ambience and the theme.
I originally had a game about reacing the moon crater called BOSS, but it went over my head and I restarted on Wednesday with this one. Still trying to recover some sleep.
Nice mechanics, great fun picking up and throwing boxes! Good job! :)
Thanks! Glad you liked it.
Neat little game. Good on you for tackling 3D.
Thanks! Glad you liked it.
I really enjoyed the idea you had, very original and with so much room for new features.
Yess! Gamepad support :) Nice job, it was super fun and satisfying to hurl boxes at everything. I'm impressed with how much you got done in 10 days. 3d and modeling seems scary!
Oh yeah! I wanted to keep more than one way of playing it, you never know what people prefer and it makes it easier to test it.
The grab and throw happened halfway, I needed a fun mechanic to work around some challenges of my own, I think I should have explore that more, but I was running out of time. Initially it was a different game, by day 3 I decided to restart with a whole new game.
I enjoyed your game so much, I love how it looks, I wish I can draw that well, so I make basic models, next time I want to try making a 2D game, that scare me.
Nice game ! always love a nice blob ^^
the grab & throw mechanic works well. didn't really get how it fits the theme though.
Still good job :)
Glad you liked it! I love blobs too, they are just fun and very animated.
True, the grab and throw was design in the need of finding a fun mechanic that make the game more active. Funny thing, when the challenge started I thought Boss was the theme, then it was too late, I decided to make a different game and here's the result.
Nice job! I really enjoyed the grabbing and throwing! Reminded me a lot of Ape Out! I had a problem where my character just randomly died after getting a box after getting the blue door, but other than that the game ran great.
Firs toff, your game was amazing! The core loop is strong, the art very clean and the incentive for exploration is so well done. Thanks for taking time and leaving feedback.
Glad you like it! and happy you noticed! Ape out was the inspiration for the mechanic, so satifying and empowering. Adds a lot of decision making and interactiveness, I should have explored that mechanic more, maybe make the game around it.
Yeah that glitch, it start to happened 3 hours prior the jam end. I think I find the reason, must be a rebel collider or triggered that recognizes the box as part of the player and makes a double deduction. I doesn't happen all the time I wonder if there's more to it.
This game was fun. I enjoyed the mechanics and it's always nice to see a 3d game in a game jam. So happy you decided to include gamepad support as well. I think this game would have not been as fun on the keyboard. Good job!
Thank! Glad you liked it! Oh yeah! I was worried tha the controls were not clear enough, and I haven't noticed about the 3d games are far in between but I been playing some good ones. Your game was really awesome, demanded quite a bit of coordination but never stopped been fun! Good luck! I see you have a lot of raiting, well deserved.
This game was fun. I enjoyed the mechanics and it's always nice to see a 3d game in a game jam. So happy you decided to include gamepad support as well. I think this game would have not been as fun on the keyboard. Good job!