Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

MithrithnoggView game page

Mongol dies.
Submitted by Darkcrusader — 2 days, 23 hours before the deadline
Add to collection

Play game

Mithrithnogg's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Played through this and Agrippa. I'm not sure I'm close enough to the intended audience for this to give decent feedback, but maybe you'll find my thoughts useful.

I don't have much to say about the aesthetics. Seemed too abstract for me to have an emotional reaction. Maybe if I had any sort of context going in I'd be able to be awed at the ruins of a lost civilization or walking through the innards of a dead god or whatever you're supposed to be doing, but as is it just seemed like a bunch of polygons with noise patterns on them.

Agrippa was the more interesting game mechanically with its first-person tank controls, but I don't really see the point of a lot of the experimentation. Tank controls make sense for a third-person game where the player doesn't control the camera, but for a first person game with mouse and keyboard or twin sticks, I don't see what problem it's solving. Having DOOM/Wolfenstein 3D-style controls in first person and a twin-stick shooter scheme when in third person would make more sense imo.

You've said in the threads you're not sure which of the projects to take forward. I'd say look at it from a practical perspective; open world RPGs imply a bigger world, bigger scope and more varied assets than a survival horror game, so it's probably easier to make a survival horror.

But honestly, I really don't see the dichotomy between the two projects. Synthesis would seem the more interesting path going forward rather than sticking with either one of them. I've seen plenty of open world RPGs and Survival Horror games,  but I can't think of any games that combine the two.

Submitted

Crouch jumped across a spazzing out wall (thankfully textures were more stable than on the webms), fought some zombies, couldn't read too much into the dialogue due to respawning. I'm not sure if I've seen much of the content, couldn't find anything else.

Zombies are pure black which makes their attacks hard to read sometimes, but it adds a nice twist to group combat when zombies become an indiscernible clump, adding to the danger.

I managed to softlock the game by opening journal, which made all the other controls stop working.

Submitted

Absolutely amazing visuals and atmosphere. I played both your submissions, loved the walking sim and reading parts. Combat in this type of game is not for me, in this case feels especially sluggish. As long as I was not trying to fight, though, the controls in Agrippa were cool. Their weirdness added to the atmosphere.

Small vids https://files.catbox.moe/2urzad.mp4 (2x speed) https://www.twitch.tv/videos/2025515334?t=0h5m19s

Submitted (1 edit)

The backstory and lore on the gamepage is on point. Really enjoy your writing. I really enjoy the texture work too, and the alien landscape. Character creation worked fine. 

This Resca awoke almost naked in an hostile and alien landscape, intrigued by the unearthly sounds and faraway trumpeting she began to explore. She did not find the gun. 

She did find a temple of sorts in which she hoped to find new perspectives, she did not and failed to climb up upon its roof, instead doing a few laps in the tunnels of the wall which contained it. 

She wondered if she was Mongol, or if she would meet Mongol, or perhaps if Mongol was a symbol of man all along. 

She did eventually decide to move towards the vibrating walls, perhaps containing the creatures created to torture Mongols mind, and their tracking had put them all in a corner, gathered together like a clump of fear. 

She suspected this might work to her advantage and that she could cliphit them through the corner, alas their reach did get her and she was slain. Luckily some presence had saved just before trying. 

This presence wished he had a bow and arrows, so he could cheese this shit like in the Morrowinds of ancient ages past. 

Resca climbed up upon the vibrating wall, jumping maniacally at a nearby cliff, and there she saw a humble rat on it that was flipping the fuck out. The rat flew off into space for some reason, and mirth was had. 

The zombies kept hounding Resca as she walked along the wall and the presence thought that perhaps the name "zombie" was a missed opportunity and that something else would me more intriguing. 

The rat returned, or perhaps it was a new rat, but neither it nor Resca could hurt one another. A companion had been gained. 

A few huts, or blackened eggs could be seen at the other side of the wall. The presence already knew there was a person inside one of them. But how to get there with the constant presence of an angry horde? 

Ratfriend got stuck on the wall and could not further join Resca on her journey. Resca decided to see if blocking made her immortal against the threats of the world, it did not. 

Resca did manage to jump to the top of a mountain to witness the creature that hovered above, also contained by vibrating flying walls, perhaps as stuck as she was. 

In the end Resca did run to the humble Bottlesnake, but after noticing his words were those of the background lore she decided to hit him. This angered the man which promptly made him hunt her which in turn actually turned him against the zombies. He killed some of them. Two rats were seen stuck in a wall. 

Eventually Bottlesnake and the zombies turned into a sort of clump in a corner, spazzing out. 

Thus my experience has ended. 

Submitted

this game has better movement, but agrippa has a better vibe to it

the scope of this one also seems to be bigger, i would focus on the other one first

Very interesting game. Can't wait for more!

Submitted


Game is laggy, I use debian unstable testing., also the character creation is like pic related. Thank for the linux version. Genuinely unnerving experience.

DeveloperSubmitted

Damn, I'm sorry.

Submitted

Pretty much the same issues as your other game. Focus on the player experience and let him learn about the world you've created.

Submitted

It is clearly a morrowind like, so here your jiub outlander, where linux?

Submitted

that's a massive file size. reading through the data, it tells me you have *84* levels . you can always build to include only the levels available to the player, it'll bring down the file size and build faster.

i found the zombies and i died to them, then i got prompted to eat food.... there's food? where?

reading the comment here tells me there's a guard as well? i'm missing these things, it would seem. i am known to be blind, so that might be it. 

either way, i think the best advice is to bring down the scope and scale massively. have a small section with content to help get the basics down, then expand the playable range

it's also crazy to me that you have a workable character editor, the results are of course what i would expect for an oblivion inspired game - absolutely goofy (in a good way)

the music and scenery are what i've come to expect from your content. i love them both, especially the rotten fish-scale looking skybox.

overall a fun trip. no idea what i expected and no idea what resulted, but i had fun the whole way. keep it up, but scope down first! it will greatly help you reduce burnout and stress. make it small, then take one step at a time and eventually expand.

eager to see more.

DeveloperSubmitted(+1)

Yeah, I forgot to remove the test levels. There's a lot of placeholders in game that need to be replaced and removed. The character creator came with another kit. The human models were made using makehuman, a humanoid generator, ditto for the faces.

Thanks, I will definitely scope down and make smaller zones for starters. It means a lot that you've tested my game!

Submitted

Pretty cool start, like Oblivion mixed with Vomitoreum. I don't know what's happening but I like where it's going.

The controls are jank as fuck. The zombies respawn so fast I can't finish reading what the guard is saying so I have to click through and end up aggroing him. The first try I didn't see the goodies on the ground so I tried punching them which was awful, you have to kite the hell out of them.

There's also this huge button in front of the portrait during character creation that's not there when you open the inventory later. Could be because I'm running it on Linux but there's not a lot of other artifacts. At least none that don't look intentional.

How the hell is this nearly 1.5 GiB uncompressed? Is that just all unity crap?

DeveloperSubmitted(+1)

In hindsight , it was definitely a bad idea to put the npc there. I'll change his position. The button wasn't intended. And the size is because of test levels I forgot to remove from the build!