middle click as the main parry function is foul
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Non-Believer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #66 | 3.889 | 3.889 |
| Gameplay | #66 | 3.889 | 3.889 |
| Enjoyment | #122 | 3.889 | 3.889 |
| Visuals | #178 | 4.111 | 4.111 |
| Overall | #188 | 3.642 | 3.642 |
| Innovation | #723 | 3.037 | 3.037 |
| Theme | #763 | 3.037 | 3.037 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
What could go wrong as you try to bring divine justice?
What code and assets did you not make from scratch during the jam (if any)?
All handmade and during the week
How many people worked on the game?1
Comments
That was awesome! So brutal and checotic XD
I died like 3 times in the first tutorial, so maybe make it easier at the start. Also, it's a bit hard to differentiate between enemy blood and player's blood so when I hit them and they hit me at the same time, I'm not sure if I succeeded in hitting them.
Other than that, amazing! Keep it up!
LOVE THE HEAVY INSPO FROM ULTRAKILL, youve got a banger in your hands. If i were to add or tweak anything itd just be additional sound effects or maybe some red haze or some indicator that your health is dropping or that you got hit. Im also pretty bad so maybe some invincibility frames but that might just be a skill issue from me LOL
Yooo, this game is sick and oozes charisma!
Love the religious hellish vibes. Kind of reminds me of Dusk in a way. Only bit of feedback I have is on parry. Maybe it was just me but I could not for the life of me land those parries. Not sure if that was intentional or not, like trying to go for an authentic hard feeling, but it just made it very difficult for me to complete.
Either, game is peak. Keep it up!
- S.
Very very very clean for one week ! I'm not a very big player of shooter games but the game felt good to play, though I never really used the punch since it's doesn't do enough damage and has a pretty small range and I had some enemy hide in some walls corners. Felt very nice to shoot the Ricochet gun hahahaha
I really enjoyed the game. Usually I don't play this kind of games, but I'm not the kind of guy to give up on hard games so I did complete it! I think there are a lot of great mechanics however it can be a bit overwhelming to learn everything all at once since it is a very fast pace. But It is way to difficult too for the start of the game even though I have managed to complete it. Other than that, it reminds me a lot of Hotline Miami, it has a special aesthetic and vibe which I like, and the sound design with the music is very effective, very satisfying. Very well done!
I was wondering how close was my game to yours based on that both of us were taking inspiration from similar sources (hotline miami, ultrakill) but surprisingly we managed to build games that play so differently, I have some issues tho... the range of the punch is laughable no really that thing almost requires you to hug the enemy otherwise tough luck so unless you know how you shot them... with no visuals for knowing if you hit them because in the midst of it without a hitflash or something there isn't really a way to gauge which enemy is spraying blood and it's hard to figure out how much hits does an enemy take they aren't exactly lining themself up for you to test your theories. The parry is fine I guess, I feel like it's a bit late and a bit short for my prefrence with all the shooting and doding it's hard to keep track of how close a projectile is to you. There is almost no telegraphing for the melee enemies they just get close to you and suddenly your health is gone, before you even have a chance to react, doesn't help that they can sometimes part phase into a wall and they don't exactly stick out in the environment. Also would love some more umpf to the shooting, it feels less like shooting a gun and more like you are creating lasers out of your fingertips, some light screenshake some recoil some more flashing you know convay that there is actually some power behind that shoot. The dash could use a few frames of free control near the end so it doesn't feel so rigid. Apart from that I think the visuals are really pretty the shaders are nice and it certainly has a good atmosphere. (Tho I miss the grading system ;-;)
THANKS A LOT FOR PLAYING
yesssssss we defntly both could turn it out diffrent despite the sources. I can say all of the stuff you mentioned are true and alll will be applied in future! Most of tho were more of UX improvements which i will 100% consider changing. Overall thanks for the AMAZING feeedback pal!
40 mintues of the most rage filled stress inducing game thus far in the jam. the boss figh was real hard but worth the struggle. very much enjoyed <3
I loved it ! that was really so fun, the art and ambience of it are impressive and truly enjoyable ! keep it up :)
The game is surprisingly good and fun! The tension is very high, the pacing is extremely fast, and the music is very fitting too. The difficulty is quite high though but we'll talk about it later. Generally, I think you have done a great job making this game!
Now down to the criticism (You've asked for it and it may be longer than usual mind you). One of the most blatant things I would want to point out is difficulty. Be get me wrong I love difficult games, but quite a few things here feel a bit unfair. For instance, the fireball guy throws quick fireballs without any/super minor telegraphing, which leads to cases where it's quite humanly impossible to react when you see it, especially when paired with the fact that you need to face the fireball to even try to parry it. My suggestion on this will be to do some obvious telegraphing animation by the fireball guys and allow the player to react accordingly. This also applies to the melee guys who also dash into you very unexpectedly quickly. I had to admit I died to them way more times than even the final boss. Telegraphing is key in doing fast-pacing games.
Speaking of parrying, I love the idea of parrying, but I feel like the parrying window is quite short, and I strongly suggest not using the middle mouse button, as that is the worst button (slow, unstable as it a wheel, people are not used to pressing middle button) to press on any mouse I've encountered. Any key will be better than that. Btw melee is almost useless in the game, low damage low range, against any enemy it's never worth it to trade health by meleeing as your health is so low and you'll be guaranteed to take more damage than needed. Also, why the heck melee guys can dash through walls? That's not fair at all!
Nothing to say about the summoners. This is an example of telegraphing done right, but I'd say given the player's moving speed, their attack is a bit too quick. I had to say that the final two rooms before the boss were quite hard, but that's due to the fact that the melee and fireball guys exist. The rooms here are way too small for any effective evading, and it's feeling like up to rng if I get damaged too much or not.
Last but not least, the final boss. Firstly I somehow managed to parry once only, the graphic of that bullet doesn't convey that it's parryable, so either it's a mistake or you should reuse the fireballs instead. I'd say he's probably easier to deal with than the melee guys to be honest, but I guess it's just me getting good at the game. He's a bit annoying after a few tries, and the profanity is getting a bit too much, and I am saying that as a binding of isaac enjoyer.
But anyway, this is quite a great game, especially by a solo jammer. I'd say you've done a fantastic job!
Great game, very fast paced and went straight into the action :D very interesting theme and narrative! Couldn't get too close too enemies to punch them and my health went down so fast, probably a skill issue :') Great job
I got stuck on the final boss, I don't know how to beat the phase where he run at you at speed of light.
Anyway great game, although I don't see how it fit well with the theme of the jam. My complaint are the part with 1x1 tight spot to go through is really annoying and I often get stuck there.
oh damn I replay it, amazing man the visual the sound effects and the MUSIC omg hit harder than your m...
also I dont really see how this fits well with the theme, feels like you just wanna make some INSANELY GOOD shooter game.
my criticism is how middle mouse to parry feels odd, and my middle mouse is kinda hard to press :P
This is really insane! The visuals were crazy good and controls felt really fluid too. Excellent work!
Really nice aesthetic ! Enemies went into the walls at some time, but apart from that, a very good experience ! Congratulations to you ^^
Great game, had a bit of I hard time matching the game with theme! Dad gamer, games are hard.
The visual design and sound are just FIRE!!! Cool hotline miami theme. I got stuck on the second floor (a game bug, when the game ended, all the doors closed). I don't know if there are other actions in the game, but it's difficult to parry with the middle mouse key, it's better if it's the right mouse key.






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