The graphics are beautiful, the palette you used is absolutely amazing, I also loved the Limbo vibes this has. Gameplay is very enjoyable and pretty difficult :D Aiming is kinda weird, maybe it would be better to be able to aim using the mouse. Overall, wow :)
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Last Night's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #24 | 4.275 | 4.275 |
Theme/Limitation | #40 | 3.688 | 3.688 |
Overall | #60 | 3.507 | 3.507 |
Music/Sound | #85 | 3.362 | 3.362 |
Technical Implementation | #108 | 3.163 | 3.163 |
Fun/Design | #155 | 3.050 | 3.050 |
Ranked from 80 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)?
the limitation Boss: our whole game is based around the boss battle between the player and the monster(shadow) and for the theme we were going for an on the edge as in paranoid vibe for the player
Team Size
What main engine/tool/language did you use to construct the game?
Unity
Comments
Wow, the first thing that stands out in this game is absolutely the art. Incredible. I really loved the detailed running animations and the neat designs of the powerups. The game was a bit too long and repetitive maybe, but other than that I had a great time! Would have loved an option to shoot backwards instead of having to run forward and turn back, but that might have altered your initial vision of the game so no need to pay attention if you don't agree :)
I love the art, it all works together and feels like a complete experience, but the gameplay itself feels a little stiff. 🤔
And the first leg of the game before your first upgrade without enemies, is a little dull. But once enemies come in it gets more interesting. 👍
Nice work! I think the game could benefit from having a more varied boss attack pattern!
This was by far the best looking game that I have played in the jam so far! I love the aesthetics, the animations and the color palette. The music is also very fitting and the overall gameplay feels very nice.
What I didn't know was what I was supposed to shoot at. When I tried to shoot things it mostly did nothing. Also the first dash from the back came to early for the first time playing the game. I had no chance to evade it (on my second run it was fine though).
that jump animation was made with effort, it came really well done, the graphics are really cool, it compensate really well for the simplicity of the game, it gives a feeling of unknown adventure.
I done well until i instantly lose to the black dropping dot. This game should be more balanced for sure. I'd like to see different kind of bosses, so while you beat first the harder one appears. Safe room - upgrades are fine but i though it just drops the game flow. Maybe on the game there would be small screen which appears on the game screen an then you can pick up 1 upgrade same time you play game. Or player would be able to pick one or more upgrades each time the boss has defeated, and other upgrades disappear out from the room as in effect. Game could also have a small setup time while on the start (intro, or "boss appearing" or something like that while the game starts too fast for now)
It's hard to stop to shoot. Then I realize there are other way to defeat boss: first I reach the front of the map, and then I load all bullets at the enemy, and repeated this cycle: It was cool while it combined the moving phase and shooting phase. Otherwise there would be a walk forward and shoot at the same time. Graphics (as well the theme) are pretty dark here, which is very good or very bad. This would be cool to play with someone as in multiplayer mode. The map scrolling speed would be a bit slower i guess.
That's cute, the player character uses a dart gun to protect themselves from the scary shadow monster. Not sure if this is an intended behavior but I found it cool to shoot forward and immediately turn around and watch the dart make a slingshot motion as it goes from right to left. :D
Nice game! I get this feeling of imminent horror approaching me X_X
- The controls feel a bit odd, there is some sliding a low gravity - it seems like you're using rigidobodies for jumps/movement and I'll suggest to maybe trying to code your own movement logic. It can give your more precision and control over what you want.
- The game is a bit hard.. I kept missing an attack because I couldn't see it too clearly. Maybe some extra signalling for an attack could work to give the player the chance to evade.
Really beautiful art! Great work!
Super nice art and music! Movement felt a little janky but it wasn't too bad. Also one of the items said extra dash and i didn't even know there was a dash in the game. I tried pressing different buttons but none of them really did anything i didn't already know. Another thing was that the health wasn't clear the first run i did, just kind of died without knowing why, but it's not bad if you know where your health is. All that aside it was a nice experience! Well done :)
That is some nice art I must say.
There is a little bug in the shooting, if you turn at the same time, then the bullets will teleport to the opposite side.
I think it's a child problem. And would be fixed if instead of adding the projectiles as a child of the player, you add it in the scene as independent gameobjects.
Fun game, and nice sounds!
It's not a child problem I messed up cause when I rotate I would have a value from the player that goes to 1 if is facing right and -1 one if facing left and I multiplied that by the rotation problem is I accidentally multiplied it on the instance of the spawned object. so after I spawn the object the script multiplies the rotation when it should be before I spawn the object.
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