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A jam submission

Veromir: Post MortemView game page

A battle against dark forces whittled down to a duel between two men.
Submitted by Andrzej Gieralt — 7 hours, 18 minutes before the deadline
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Veromir: Post Mortem's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#1563.4903.490
Creativity#4013.2243.224
Visuals#4733.0003.000
Topic#4743.0203.020
WOWIE!#5152.7962.796
Fun#6012.6332.633
Simplicity#6593.0003.000

Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Music Source
Night Vigil by Kevin MacLeod

Credits
Andrzej Gieralt and Stephen Bahadur

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Comments

Viewing comments 20 to 1 of 31 · Previous page · First page
Submitted(+1)

Heyho,

first things first, the music was great and also the voice and the text was perfectly put in, which created a really good atmophere and made tha player enjoying fighting a lot more.

What i didnt understood was the attaking mechnic, sometimes it worked and sometimes not and i just saw no reason why...

Also what i am missing here is more player feedback and something which lets the player decide when to hit the enemy, because the attacking of the enemy now feels pretty random i guess.

But all i all a good game, would be nice if you build up on this a bit ;)

Developer(+1)

Thank you! Actually the attacking is not random, but for some reason the enemy's blocking animations sometimes just doesn't show up and we have no idea why! :O Glad you enjoyed the story telling! Thank you!

Submitted(+1)

This very pretty fun, game crashed on me as I was about to beat the gold knight though. I like the timing aspect of the game. the main knights needs some walk cycles, other that that, pretty good, nice work. :)

Developer(+1)

Thank you! Yeah we had to sacrifice implementing some animation for the sake of completing the game on time. Sorry about that crashes! Not sure why people were having those kinds of issues :( Glad you enjoyed it overall though thanks so much for playing!

Submitted(+1)

This is a really cool concept, I like it, I felt like it was a self-balancing fight so as you lost more, it became slowly easier.

A note on balancing dodging, blocking and parrying. In this game, blocking is instant, and full, and requires no stamina. So dodging just seems irrelevant. To make it more viable, it might be worth making a block take a small amount of stamina, and not fully block the hit, just diminish it by 80% or something, or make it take more stamina to block a hit than to dodge out the way of a hit, so you're rewarded with less stamina consumption for good timing.

Good game though, just could use a couple of balance tweaks.

Developer(+1)

Yeah that's a really good point! With more balancing and testing we would've improved those details, and I think you're quite right. Thank you for the feedback and I'm really glad you enjoyed it!

Submitted(+1)

Wow didnt expected a voice acted game :o Creative way to tell  a story using the theme gotta say that.

It was a bit pointles to fight everytime just dying to get power ups were more efficient. Oh also you shoul tone down the sound effects volume. Other than that it was fun great work :D

Note:I would be happy if you could check out my game as well :d

Developer

Thank you! 

The goal is still to fight and on a first playthrough you don't necessarily know when the win state arises. But yeah it's a tough theme to balance but I think we did as well as we would have.

Submitted(+1)

Love the way you approached story telling. 

The gameplay itself is less my cup of tea, but I did enjoy it non the less.

The voice over is great too.

Well done!

Developer

Thank you! I suppose 2D dark souls lite isn't for everyone haha but other than the block animation bug I hope you could enjoy it all the same :)

Submitted(+1)

Interesting story! It somehow gave me Halo Reach final mission vibes.

Gameplay and story are not so tightly integrated - I feel like I should want to fight as hard as I can each time, but once I figured out I was meant to lose and would get upgrades, I just let myself die the next two times (then progress reset and I got annoyed).

Developer

Yeah so, your goal is still to win, just you need your memories first. You get a "different ending" if you kill him before restoring your memories where the narrator says Resfin can no longer stop you from wrecking havoc etc. Not perfect but that's the challenge of the theme :) The loss of upgrades after an extra death was not intentional, sorry about that! Commonly reported bug.

Submitted(+1)

Nice art and very nice narrating :) I understand the combat system is sometimes buggy and lacks some animations, which makes it hard!

Developer

Thank you! Yes apologies for the unforeseen bugs. It happens with game jams haha :P

Submitted

It's a bit difficult , and the Knight is a but bullet (sword xd) spongy. But other than that it's awesome. Nice art and narrating

Developer

Haha he has 2.5x more health than the player :P You deal more damage over time and it becomes quite fair with all your abilities back. Although unfortunately you lose the abilities after four deaths I think which is a commonly reported bug we were not aware of until posting.

Submitted(+1)

The combat seemed a bit iffy to me, but the story/ narration and the upgrades you receive after each death were quite nice. Audio and art were really good, and the idea of linking the losses to the story were very clever. Good job!

Developer

Thank you! The issue with the combat is a bug I didn't have time to dig into around Resfin's blocking animation only playing half the time.

Hey, I was having a bug when I died It took about the 30 40 seconds to respond eventually after dying so much it stopped doing it. I was kinda confused the heal didn't work for me. Good job though with a lot of your game. You iron out the bugs and continue to improve it I am sure it will be great. Better then mine for sure lol.

Developer

Thank you! Hmm those are some really odd bugs, I think the healing we made it so you lose after another death by accident, yeah unfortunately quite a few bugs remained in the end but thanks so much for playing, I hope it was enjoyable enough :)

Hey, no worries. I am not sure what was causing it might be browser dependent. I had edge browser. 3 days is so short to build a game. I really don't see how some people got some of this stuff so polished lol. I guess if you have a whole bunch of assets already prepared it probably was easier.

Developer

We just used some dungeon tiles from open game art, but yeah animating the guy took a lot. Yeah it's always good to use what you can and make it your own to save time, especially for game jams. Just harder to nail a simple art style that way.

That is true. Did you work on a team?

Developer(+1)

Yup! Two of us.

I tried working on a team for Brackeys jam it didn't go good I quit the team last 2 days, because it was 3 of us and I was having to do most of it, and they didn't have anything they were responsible for working properly or the guy making the sprites didn't have me the art until the very end and it was terrible, and I was still having to edit and change the art. He was suppose to do animations and he never did so I was going to have to do that too. The programmer didn't have none of his scripts working properly so I was going to have to modify and fix them. Then I thought no I don't I am out.

Developer

Oh no, that really sucks, that is really unfair, sorry that happened! I have the pleasure of working on game jams with a good long time friend, so we work together really well thankfully, really blessed for that. Poor management and commitment levels is really annoying to have to deal with, which is hit and miss if you don't really know to what level the other people will be willing to work.

Submitted

Are you fans of Hades like me by any chance? Additional lore and ability upgrades are a really cool concept and I like how you tie them together as the main character remembers his past.

Unfortunately, for me, my abilities would get taken away if I died more than 3 times. Which then made the fight a lot harder again. Fighting is really difficult anyway, the enemy seems to always block at the right moments and it felt like I was getting hits in by cheesing rather than understanding where and when to hit. It's a shame because I would've liked to see the end.

The animations and pixel art are pretty good, it'd be nice to see the walk animations on the main character too. No main menu meant it was a bit of a shock to get sent straight into the action. 

It's a good start and you've both done a lot in a short amount of time, Well done!

Developer(+1)

Thank you! I do not know Hades actually, but I'm glad you liked the concept! I mentioned in previous comments that we unfortunately didn't have time to deal with the player's animations and to figure out why the enemy block animation doesn't always play, but yes the enemy will often block in response to your strikes and you have to time your hits to when he begins to telegraph his attack as you might in 3D action games like Dark Souls or Witcher. Ah it's really unfortunate that the abilities disappear after three deaths... there must have been a minor bug in the code that we overlooked! Really sorry about that. 

Submitted

You should totally play Hades, it was the best game of last year!

No worries, I've had my share of unexpected bugs too :)

Submitted

Really cool idea and execution, but it kept crashing for me :/

Developer

Thank you! Man I'm sorry it crashed, do you recall at what points of the game that happened? Was it when the enemy ran away?

Submitted

No it just freezed occasionally :/

Still from what I have been able to play its really fun but quite hard :)

Submitted(+1)

The concept here is really cool! I like how you're discovering more of the story as you fight and die (the voice acting is amazing btw). Maybe it was just me but I tried so many times but couldn't kill the enemy, so maybe you could include a difficulty setting for noobs like me. The hit detection is a bit confusing as it isn't exactly clear when there's an opening. It seems like the enemy happens to block my hits even when they're not showing the blocking animation (at least I don't think so). Still, it was fun to try and kill the boss and the difficulty made every hit that I got feel rewarding haha. Nice job!

Developer

I'm glad it felt rewarding! Thanks for playing that much! Yes we tried to make it extra hard, our game for Wowie 2 was also super hard haha. Yeah the block animation thing was frustrating for me, because I couldn't figure out in time why it was randomly not playing, but yes he blocks most hits, you have to find an opening. Best strategy I found was always block,  and quickly attack when there's an opening and then block as soon as you land a hit. When you have dashing and healing it should be quite possible.

Submitted (2 edits)

Lovely game! I especially like the narration!

I think it is a bit too hard though. The hit registration doesn’t seem to always work (or is the enemy blocking? I can’t tell for sure). It took me at least a dozen tries before I got him below 50% HP, at which point he ran out of the map and the below error popped up. The game seems to have frozen afterwards.

Error message
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
abort(136) at jsStackTrace@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:16316
stackTrace@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:16487
abort@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:748
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[38176]:0xbe4588
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[27568]:0x9e68e1
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@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[38003]:0xbe3b71
unityFramework/Module.dynCall_iiiii@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:421148
invoke_iiiii@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:308747
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[36097]:0xb8c59f
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[35548]:0xb74e2a
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@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10223]:0x3a843e
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[12464]:0x4d9644
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[12463]:0x4d935e
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10667]:0x3d84f3
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10344]:0x3b3141
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10344]:0x3b3156
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10339]:0x3b2cf0
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[10332]:0x3b1173
@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.wasm.gz:wasm-function[38017]:0xbe3da0
unityFramework/Module.dynCall_v@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:428197
browserIterationFunc@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:152036
runIter@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:155109
Browser_mainLoop_runner@https://v6p9d9t4.ssl.hwcdn.net/html/3435204/Build/Veromir%20Post%20Mortem%20WEBGL.framework.js.gz:2:153571

It also seems some animations are missing (e.g. the player doesn’t walk).

Developer

Ah, apologies for the error. I'm glad you like the narration! I'm not sure where error came up unfortunately... I think I have some idea but yeah I'm not exactly sure how to debug the WebGL stuff... And yes the enemy blocks often, the idea is you need to find an opening. But yes unfortunately those animations don't always register - something we couldn't quite work out towards the end of the jam. Same with the player walking, we were running out of time and couldn't quite figure out how to deal with it given the way we had structured the code and the way the animations were triggered.

Were you able to use the new abilities you unlocked each time you died? It wasn't very clear when you received them but I made a note of it in the How to play section in the description. I found it very easy to kill the enemy when I had all the abilities but that was probably because I wrote the AI haha :P

By the way, what he's doing when he leaves the level, is either healing or casting a fireball, but for some reason he leaves the level despite having appropriate colliders in place. Ah well! Some sacrifices had to be made haha... I'm glad it was an overall positive experience!

Submitted(+1)

I did get the abilities at each level, though I lost all of them when I lost in the last level and had to reload the page. I also though I had to press F at first to heal because the text is clipping at the bottom, but realized it was E when I read the description.

Developer

Oh I see. Ah, apologies about the text.

Submitted(+1)

Thats some great pixel animation Dude :D made your self?

Developer(+1)

Thank you so much! Yes I did :) details on what we did vs what assets we found in the description. I had a template for a human sprite character and changed him to make him an armored knight.

Submitted(+1)

Really nice!

Submitted(+1)

Really loved the voice acting.. Top notch

Developer

Thank you so much! 

Submitted(+1)

Definitely died way too many times :) nice art style and music!

Developer

Thank you!

Submitted(+1)

I loved the pixel art and the voice overs were on point! The sound effect and music also set a medieval atmosphere really well!

Developer

Thank you so much! It was challenging to animate and took up most of Saturday for my end, the level tileset we modified slightly from open game art, and the voices we recorded at midnight on Sunday xD

Submitted(+1)

hah! great game!~ loved the core mechanics! i died AT LEAST 20 times in order to win, but it was worth it! ;). left a good rating! thx for making this game! it made my day! :D

Developer(+1)

Thank you so much! I'm really glad you enjoyed it, we worked a lot to make the core mechanics really tight and somewhat crunchy so I'm glad it was fun!

Submitted(+1)

I definitely had to die a few times to figure out how to win. great job!

Developer

Thank you! I hope you enjoyed it :D

Viewing comments 20 to 1 of 31 · Previous page · First page