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A jam submission

EldenMonView game page

Soul like and catching monster like
Submitted by IndieBen โ€” 45 minutes, 31 seconds before the deadline
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EldenMon's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#283.8823.882
Graphics#504.1184.118
Audio#583.7063.706
Overall#1603.3823.382
Game Design#2203.2353.235
Fun#3212.8242.824
Theme#4622.5292.529

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Behind the door lies some dark mysteries ;)

Did you write all the code and made all the assets from scratch?
not everything, I used a lot of assets from Itch and Unity asset store and got some chatgpt help for the code as well.

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Comments

(1 edit) (+1)

Great game!

 Could you please rate my game ( https://itch.io/jam/brackeys-11/rate/2536045 )? My game has very few ratings :(

Developer

Sure will give it a try :)

Thank you!

Submitted(+1)

I really like the art style, this is a very cool concept for a game. 

perhaps the player could lock-on to enemies, like in elden ring?
The third-person-shooter aiming was kind of tricky for me to get the hang of, i think the way it swings around quite far from the player feels like you're throwing diagonally sometimes.

i like how walking on the burning ground deals damage over time so you have to stick to the path.
the writing is very creative too.

Developer(+1)

Thanks a lot for the feedback :) 


Yes that could be cool ( lock like in EldenRing ) I need to rework that aiming ๐Ÿ˜… I should have just use a ready to use third person controller instead of trying to make my own ๐Ÿ˜…


Thanks :) 

Submitted(+1)

I love the art style! (I made a game with billboard characters too).

The ambiance was great thanks to the music and the fog. The combat animation, trail and sound feels good, but the lack of feedback make it hard to understand what is happening. And the camera control felt weird and slow.

Some Unity related stuff:

  • With the old input system, use the GetAxis method instead of GetKey for WASD, because GetAxis supports different keyboard layouts. Or use the new input system with default configuration.
  • Use "Cursor.lockState = CursorLockMode.Locked" or "Cursor.lockState = CursorLockMode.Confined" to prevent the cursor to go outside the game view (second screen).
Developer

Thanks ! In that jam ? I need to see your billboard game :) 


Oh thanks for the tips, I'll see how to improve my aiming system. 


I never tried the new input system but I heard it's better, what do you think about it?


I'll try your game this week :)

Submitted

For a jam the old input system does the job well. Just use GetAxis for movement, it's easier to use and has better compatibility (works with gamepad and non qwerty keyboards).

The new input system is probably better for big projects with complex inputs and with support to a lot of different devices. It's easier to customize and can deal with more complex inputs than just pressing and releasing keys. But it's also a bit more complex to use so it's not necessarily better for a small game.

Submitted (1 edit) (+1)

I was really sceptical at first when i saw this game, but i gotta say it feels so so good. The environment and the character design weirdly fit so great together. Id really love to see some of your own style instead of free assets, but i fully get why you chose that option in this short time window.Great job!

Developer

Thanks a lot for your message :) 


I'll definitely rework them to have a more personal and cohesive art direction. 


I love that style somehow ๐Ÿ˜…

Submitted(+1)

I share the opinions of some comments here. I loved the 2.5D art style, and think you did a great job setting up the premise with interesting dialogue, but the bumpiness of the mechanics made the rest of the experience difficult.

  • love the art style
  • great sound design
  • nice intro (though I'd delay the scrolling of the text a second or two, as I was racing to read it as it scrolled at first)
  • the aiming reticle didn't seem to line up with the wolves; aiming at them threw balls over their head, and aiming down didn't help
  • hard to tell if I was catching something (I saw some text about a 30% catch rate..?)
  • turning felt slow when trying to avoid wolves, and once i aggro'd them they were on me ๐Ÿ˜…

Really like the concept and art style, which is no small feat with a limited amount of time during a jam, so good work, and hope to see the mechanics smoothed out at some point and give it another go! Keep it up!

Developer

Thanks a lot for your feedback :) 


I'll adjust the starting of the text. 


Yes the aiming was kinda complicated to get right for me, I should have just download a third person controller instead ๐Ÿ˜…๐Ÿ˜…๐Ÿ˜…


Yes there' a 30% catch rate by default that increase if you damage the wolves, let's say they are low life it might become 70-90% catching rate, but it's wonky and not well explained, it could have deserve a Proper text explanation somewhere. 


Ah ? Interesting, I'll increase the turning speed :) 


Yes I need to rework some mechanics :) 

Did you go inside the door and all ?



Thanks a lot :) I'll play your game this week :)

Submitted(+1)

Ugh I wish this game worked on my computer because the visual style is so so cool. I was so excited as soon as I started moving around, but every time I spoke to the old man the text would break or I would be killed by a wolf during the dialogue sequence. It's a jam game though, so I totally understand this stuff can happen. If you release a patch I would definitely play again! Props to you for trying something visually ambitious and unique.

Developer

Thanks ! :) 

Ah ๐Ÿ˜…๐Ÿ˜… I should have place the wolves a bit further ๐Ÿ˜…. 


You can actually continue without talking to the farm guy if you want to give it another try. 

I'll update if after the jam for sure. 

Thanks for your feedback, I'll try your game during the week :)

Submitted(+1)

I love the style of this, the look and feel of the 2d sprites in a 3d world immediately grabbed me. I found it difficult to aim the throws as they didn't seem to match with my targeting reticule, but certainly loved the dialogue audio, made my laugh when I first heard it!

Developer

thanks :) haha, yes I found a cool mumbling sound lol. 

Need to polish the gameplay part ( aiming / shooting ) . Thanks for your feedback :) 

Submitted(+1)

The 2.5D graphics were great! I think giving a clearer indication of the wolves being caught would be helpful. I would throw the balls at them and not know if they were in the process of being caught since they still stand there.

Developer(+1)

Thanks ! I see makes sense ! That's probably why they do a special anim at that time in Pokemon / palworld ๐Ÿ˜… will have to rework it, thanks. :)

Submitted(+1)

Okay, I'm going to be frank here. The first 30 seconds I was like "Bruh this is mid, but he played my game so let's play his" Then I saw the pixel art character from 3rd person's view and now I also want to make a game like that.

I think that pixel art 3rd person 2.5D is an amazing idea. I think the game would greatly benefit from putting pixel art on the floor as well.  I added this style to my idea queue and will try it. 

  • Outside of my love for the style. 
  • The audio is wonderful, especially the music. 
  • I couldn't get a hang of the combat system. 
  • The wolves look like slimes or other abominations when they face you.
  • I liked how attacks were chained.

Overall I think it's a Steam game if you put pixel art on the floor and polish the combat system

Oh and I don't get how it relates to the theme, but that's minor.

Developer(+1)

Well, you must go through a door to fight the evil daemons! haha ^^"

Thanks for the feedback :) 

I still did not publish a Steam game yet and that's my goal for 2024 so thanks :)

Yep the wolves are not really good-looking when facing you I'll rework them. 

Submitted(+1)

I love the idea and the 2.5d style. The game is fun, but i foun it too difficult to aim and catch wolves, and even if i did, they wouldn't follow me through the path :(

Developer

Thanks ! 

Yes, they struggle to follow, one way to make them follow is to kind if go slowly to cross the gate but I agree, it's tedious, I'll rework it :) 

Submitted(+1)

Loved the graphics! Pretty hard to throw the balls even when "aiming". Music and sfx were good!

Developer(+1)

thanks ! Yes I need to improve it haha, it's kind of hard right now.