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Shadow of Aral's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun/Design | #68 | 3.100 | 3.100 |
Music/Sound | #71 | 2.900 | 2.900 |
Graphics/Animation | #81 | 2.900 | 2.900 |
X Factor (overall enjoyment) | #83 | 2.900 | 2.900 |
Overall | #91 | 2.700 | 2.700 |
Technical Implementation | #96 | 2.600 | 2.600 |
Theme/Limitation | #128 | 1.800 | 1.800 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
Yes
Team Size
Pair (2)
Will you continue work on the game after the jam?
Yes - fun side project
What tools did your team use to construct the game? (optional)
Construct 2, Inkscape, Audacity
Which art and audio did you / your team NOT create? (optional)
Siberian Command Base and AK47 Gun Shots
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Comments
Not sure how the checkpoint mechanic played into this game, but besides that it was fun! The movement felt solid and it was fun to explore the building. I think there were some bugs with ammo/health pickups though
Thanks for playing. The doors are the checkpoint. So if you die the player respawns from the last exited door instead of restarting the game.
Very fun! I did get to -200 ammo so I wasn't sure if that was intentional lol.
Forgot to implement a global variable for total ammo count that the player has.
So yes for now in this game you have infinite ammo. Thank you for playing our game.
Very enjoyable shooter! I especially enjoyed the home made SFX you had, these are always great to hear people being creative!
You made a very horrifying atmosphere, with the limited ammo and HP, and I thought it was especially cool how you could move the flash-light further in, or closer, depending on the cursor. The variety of monsters was also greatly appreciated!
I was trying to piece up if you applied the theme in any other way that I missed? I have some ideas with some paths leading to "nowhere", but I am always looking to hear fellow developers approaches and designs!
Thank you for the feedback. Very much appreciated.
Simply because of easy the overall game play was the checkpoints pretty much didn't play any function in the game.
The checkpoints in this game are the doors so whenever the player dies the player respawns from the last exited door.
Thanks for playing it. Glad you enjoyed it.
cool! It is always difficult to find a balance in such short game jams between how easy and hard a game could be and how much time people invest in playing it and trying again.
(I have to admit, thank you for these checkpoints I did die a few times hehe. Long haired enemy got me a few times with that nice attach animation)
No problem. Thanks for playing again and checking out those checkpoints.
Fun game, reminds me of old school flash games i used to play as a kid, though i did encounter a bug where the "press E" prompt didnt go away after picking up ammo
We also noticed that and was because we forgot to include the code to clear that text once the player pickups the ammo.
We tried to make it similar to the 2d shooter platformer flash games but it proved to be a bit too much for the jam.
Still thanks for playing and pointing out the bug. Always good to have feedback.
Love the lighting, and the ledge grab mechanic was a nice touch. Would love to see another character frame to give some feedback to the player for it. The submarine sound in the song added some solid atmosphere as well!
Thanks for playing and the feedback.
The grab mechanic was accidentally discovered when designing the level. And was a result of how the player collision box was defined as trapezoid head and a box body.
Nice game! Think the first few enemies are bugged. Couldn't hit them most of the time. Other than that very nice game!
Thank you for playing and feedback. The first enemies are the small and fast ones which are pretty hard to hit. Next should just make them bigger.
Fun little game! I always love 2D lighting like this. Not sure how it fit with the theme/limitations though.
The checkpoints are the doors so if the player dies you respawn at the door instead of having to restart the entire level. We’ve kept the level design to be as simple as possible so that the player doesn’t become frustrated with clearing the level.
So at some point in the design we have made the game too easy where the checkpoints were unnecessary.
But thanks for the feedback and playing the game. Glad you enjoyed it.
I enjoyed this enough to give it a short spin. The lighting is a highlight. How it fits with the theme / focus was a bit lost on me. It had plenty about it.
Thank you for the feedback. The lighting is new to us so we played around with it to try and see what we could do with it.
Because we made the game too easy the checkpoints pretty much didn't get noticed by players which are the doors. So if the player died you would respawn at the last door from which you exited from instead of restarting the level.
Thanks for playing and taking your time to point this out.