The game had low long-term sales on Itch, so I decided to keep Itch for free stuff, such as demos and jam games, and use Steam and GOG for commercial projects.
Surt R.
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The combat felt very simple and repetitive, but I liked that the game was focused on ranged combat. That said, most encounters felt like hiding behind cover, waiting until the enemy was done shooting, then popping out to take a shot, but there were a few moments where enemy placement felt like a puzzle I had to figure out to avoid taking damage, and I wish there would be more of that.
Also, I think having VO in the intro dragged it for too long -- it would be much faster to read it and start playing.
It feels rough. The areas are open and take too many steps to traverse. It's hard to gauge whether the enemy can damage you since stepping away to the side still makes it possible to get hit (or hit enemies). Maybe that's intentional, but it felt weird.
That said, I liked the little moments where I could instakill a cyclops by sneaking up on them.
Pretty good. I'm not a fan of the two-step tango combat, but the atmosphere was solid enough to keep me going. I wish keys were different from one another, e.g. through colors.
Also, the visuals are nice, but I wish there was a CRT filter -- the backgrounds have an almost pre-rendered quality to them.
It's a nice demonstration of your engine and an interesting scenario.
But one glaring issue that spoils the entire game is getting hurt by hitting obstacles where it's not always obvious if you're facing one, especially in a game with limited resources and quite fast movement speed.
I'll play it again if it gets sorted out.
Great atmosphere and nice art style, and seeing verticality in a dungeon crawler is always great.
Not sure if I like the bonk-based combat, but it works for this jam.
That said, the movement felt sticky, and after a while, the visuals started giving me eye strain. Also, I had trouble alt-tabbing out of the game to take notes.
I played it briefly before ending up in an area I couldn't leave, no matter what I tried.
Combat lacks feedback, and exploration is marred by tiles that look walkable but aren't. The addition of VA seemed like an interesting idea at first but it gets annoying very quickly, especially when player characters bark over NPCs.
Thanks for the feedback. Indeed, the game is quite limited at this point, as the combat was designed around the quirks of the second half of the game, where you play as a Demon Lord and select his actions, while the rest of the party decides what to do on their own.
The extended edition will allow the player to select which skills to use and will play quite differently from the jam version.
Fun game. Autobattling wasn't bad, but after a few battles, it became too predictable -- something that I've experienced with Demon Lord, hence the addition of various skills to keep things interesting.
I also found text scrolling to be too slow for my taste -- I wish it was in a bigger window so I don't have to focus on a tiny text box in a corner.
Overall, it feels finished despite these issues, but it also feels a few improvements away from being more than a fun distraction for a few minutes.
Very interesting take on the jam theme with nice art, and it looks like the engine (?) was improved over time, and now performs without weird lags. Felt a bit confusing at first (at least at 2 AM), but I know I'm playing a CryptRat game if I'm playing something that feels like getting a game with a refcard, but no manual, and I have to man up and figure things out.
Not bad. I like the idea behind the mix of traditional dungeon crawling and turret-style shooting. The digging mechanic is a nice touch.
A few nitpicks:
- You can hold the Shoot button and it'll unleash enough bullets to insta-kill any enemy, as long as you don't turn.
- There's not much feedback when you hit or get hit, making the combat feel somewhat flat.
- The encounters happen too suddenly, making it easy to get caught off guard.
- As mentioned before, the enemy variety suffers a bit, since encounter rate is high, but they end up feeling samey.
Thanks for sharing your thoughts. There's no ability to rebind controls -- these settings are leftovers from the standard Unity configuration.
The waiting mechanic was designed to allow the player to replenish energy in combat, but also rest in the dungeon while risking a random encounter. However, since random encounters never made it into the game due to lack of time, it ended up feeling like 'debug cheat' indeed.
As for the UI -- the visualization for attack types and targeting modes was cut to stay on schedule. Initially, you'd have a list of body parts of each target and their status and hit probability to figure out the best sequence of actions to deal with each enemy type.
This game has huge potential and nice presentation, and it's evident that a lot of work went into it, but it's too ambitious for a jam game and falls apart way too quickly due to the unskippable intro, very quiet VA, and barely-working combat.
I hope you'll keep working on it and realize your vision, but also make more focused games for future jams.
Seems interesting. The slapfights against zombies and skeletons were pretty amusing, and I like the subtle communication of where the traps are. I think the combat is slightly too abundant for this kind of game -- I wonder if it would work better if enemies were less frequent, but more dangerous. Overall, good effort.