Love the art style and the concept, the faces NPCs make when they see you are hilarious! I couldn't finish the second or third level however, it's not always clear what you are supposed to do, but that might be just me.
Achillez
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Love the sound effects and music! Combat also felt satisfying. I did notice the collision box around the player character's weapon, you might want to set that to "Hidden in Game". Also would have appreciated a screen or quick tutorial telling players what the controls were, I had to experiment before I figured out the 2 special abilities were triggered by G and Q. Good job!
Very nicely done! Parkour system feels smooth and natural, soundtrack is great too! The RMB slow-mo system feels awkward, I kind of wish it lasts so long as I hold RMB down, rather than only lasting for a few seconds. There were times when I didn't want to wall run, but the character did it anyways, such as when I just wanted to fall off something. Overall, well done!
Very nice job, beautiful art style and funny concept! My only complaint was the fact that the broom in the first room was placed in a spot the player couldn't see. I couldn't leave the room, so I was just walking around spamming spacebar to see what I had missed. Couldn't make it past that hallway though.
Good art style and concept! But the print string texts and visible sphere trace when enemies attack you is very distracting; these are good for developing and debugging, but shouldn't be in the final game. I personally feel the enemies take too many shots to kill. The game could definitely use more animations and particle effects, and make sure you set background music to "looping" because it just stops after a while. You have a good foundation here, would love to see you improve upon it in the future!
The controls menu was very difficult to look at, I'd recommend putting everything closer to the center of the screen, and use simple text (you dont need buttons for everything). And like many others have commented, I couldn't get past the first obstacle. Instead of going for an open-world feel, perhaps you could create a more linear, controlled starting area to serve as a tutorial for your parkour mechanics. Good effort though!
The best part about this game was easily the Environment and Lighting, very spooky and atmospheric. Unfortunately, the shooting was very awkward (shots never seemed to land at where I was aiming), the AI for the enemies still need work (they don't face the player when shooting, and seem to wander aimlessly during combat), and the lack of on-screen button prompts really confuses the player. Was there a menu screen that showed the controls?
Hello Un-Kemp-t
Your concern is very understandable, please allow me to explain.
Our game is 2.1 GB, too big to be uploaded to Itch.io, so I uploaded it to a Google Drive and shared it as a download link. The game has a system where AI enemies spawn in rooms the player cannot access, and walk out to fight the player. As brought to my attention by AntiCebo, in one particular instance, an enemy might spawn and get stuck on a nearby wall (I don't know why, the enemy has a very clear, open path). I simply moved that particular spawn point to a different location, and made sure there were no problems with the Navigation Mesh. Nothing else about the game was changed. I then repackaged, and reuploaded to the Google Drive.
Our host Matt Aspland is the ultimate decider of this, but I highly doubt he will have a problem with it. He openly states in the beginning of his game jams that if contestants fail to meet the deadline, they can reach out to him personally and be given a chance to submit anyways. I did a quick search, I am fairly certain a few of the entries where late, since they don't show how much time was remaining in the competition when they submitted. If the host is ok with people submitting their games late, I don't see why he would object to people who submitted on time doing simple bug fixes.
Thank you!
Dear AntiCebo
The issue has been fixed, and a new version uploaded! We are terribly sorry you encountered this problem, and thank you for bringing it to our attention.
Please consider downloading again, and giving our game a second chance (if possible rate our game again). The game has 4 total levels, if you liked what you saw so far, I am confident you will be impressed by what is to come!
Achillez
Updated Installation Instructions:
1) Click Download button above, should open a Google Drive page
2) Right click on WOTTK PATCH 2.0.zip, and download onto your computer
3)After download, open WOTTK Patch 2.0 folder, and open the Windows folder
4) Double click on WOTTK (Patch 2.0), at the very bottom. You will be prompted to extract the zip file, select "extract all"
5) Open the newly extracted folder, navigate back to WOTTK (Patch 2.0) within the Windows folder. It should now have an Unreal Engine logo, double click it to start the game
6) If your computer refuses to run it for security reasons, click on "More Info" in the warning screen, and select "Run Anyways". Or try running as administrator.
Hello Gamers, Achillez here!
Patch 2.0 for Wrath of the Tomb Keeper is live! Below are the patch notes:
-ZERO CHANGES have been made to gameplay and overall design (out of respect for fellow Enigma Jam contestants). Patch 2.0 is purely intended to address performance-related issues
-Reduced the total number of lights in the game from 80+ to just 8.
-Reduced the size of the custom cursor by 50% (the original was too big)
On behalf of my extremely talented team, thank you for downloading and playing our game! For anyone who played the previous versions and encountered technical difficulties, I offer my deepest apologies, and hope you will give our game another chance.
Hey SlyBalto, thanks for the comment! All of your points are valid, if I had the time, I could definitely make the combat system a bit better. I wanted to create a fluid system like you mentioned, but this led to awkward character movement and animations, so I coded it to prevent the player from moving too much when attacking. And yes, I do believe I put too many light sources; it makes the level look very atmospheric, but at the cost of performance. I will definitely learn and try to improve from this, thanks again! PS: which version of the game did you download? The second version, the one with (BETTER PERFORMANCE LOW GRAPHICS) in its name may have better performance.