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A jam submission

Unsung GuildiesView game page

3D Open World Roguelike
Submitted by Skypwn — 1 day, 6 hours before the deadline
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Unsung Guildies's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#1741.6332.000
Roguelikeness#1900.8161.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike or a roguelite?

Yes

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Comments

Submitted(+1)

Very pretty game assets here, fantastic music. Cool atmosphere.

I wish it was a little clearer what I was supposed to be doing.. and I agree with W4YN3R that the controls are a little clunky. I kind of wanted it to be a more typical 3rd Person control where the mouse does the ‘aiming’ and WASD was movement… but I think i could get used to this.

(+1)

Unfortunatly cant rate, because it was unplayable for me.

The windows size is not scalable and UI are cut off on ultrawide screen. I was unfortunatly not able to get it in a playable format on my screen.

The music is super chill and the models look pretty cool for a 3D Jam project! The player controller feels a bit weird, when turning/jumping. Also its unusual that i need to the mouse buttons, but mouse movement does nothing, but maybe thats not a big deal when actually playing the game.

Also the quite button right on the start does not work =)

Let me know if you have an update to the resolution settings, i would love to give it a try!

Developer

Hey thank you for the feedback,

Uploaded a fixed version of the game, tell me if that works for you.

(+1)

Hey thanks for the update.

So Window mode worked way better for me.

I  have to admit that i was a bit lost, because i had no indication what to do or where to go. I think it would be great to give a small hint at the beginning what the target is. I mean jumping through the big portal is kinda intuitive, but after that i felt really lost.

I discovered a second biom with a harder unit that aims to be a boss a guess? Really liked the models and music, great work there, especially for a jam project.

The floor collision detection is sometimes weird, where my character is floating above the ground and not stopping to "fall". This also disables attacking. The inventory works great, drag&drop and dropping to the off for deleting worked super great.

The player controller does not prevent you from moving while playing full body attack/cast animations that results in the player gliding. So i would suggest to either stop movement while playing root motion animations OR blending the attack animation to the upper body only. That would make it look more natural, just a small addition.

Lockon seemed to work pretty fine btw!

Overall i would suggest that you  could concentrate on a way smaller level with a limited amount of enemy types to focus on a core experience and then add some guidance for the player. Its important (especially for jam games) to take the player with you and give a target/sense to what to do and where to go!

Music/assets are pretty cool, everything related to movement/animations could use some work, but i know its hard to get that right and i hope feedback helps a bit!