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A jam submission

ApophisView game page

Submitted by XtraCritical — 10 hours, 52 minutes before the deadline
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Apophis's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#4293.5003.500
Game Design#5323.1673.167
Audio#7442.7002.700
Fun#7452.8332.833
Overall#7602.8392.839
Theme#10042.4672.467
Innovation#10112.3672.367

Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

In what way does your game fit the theme?
My interpretation of chaos is present in the narrative and the mechanics. The story revolves around two gods associated with chaos. The dungeons are all procedurally generated as well to make the Realm of Chaos change every time you play.

Did you write all the code yourself and made all the assets from scratch?
I made everything except for the music. A friend of mine made it and I credit him at the end.

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Comments

Submitted

I enjoyed it! I think a sprint feature would be really nice along with a stamina system of course to limit it. I had some problems recognising the sword's collider range but overall it's a nice game. I would really appreciate it if you could rate my game as well!

Submitted

Neat game, and very well made as well! A nice reminder of an older era of games. Well Done!

Submitted

Very fun game! I really like the graphics and animations. Great job!
I like that there are upgrades, though I wish there were some more exciting ones, like attack range or movement speed. I only cared about vision range upgrade.

Depth 3 was bugged for me I think. The rooms were either completly empty or pitch black where I couldn't see my character. Sometimes I could only see him on the black backround with red light around him.

Developer

I'm so sorry to hear about that bug. I have yet to replicate it, but it may just be something to do with the download.

I also hear you on the upgrade thing. Move speed was supposed to be a mid-tier upgrade in the Hermes line, but I only had time for one upgrade for each god. Similarly, there were supposed to be multiple weapons so that would have contributed to the attack range and speed and such... Just time getting in the way again.

Thanks for rating!

Submitted(+1)

Dude you  gotta teach me how to make something this good in such a short time. The animation and enemies were amazing, the music was a bit repetitive but it's understandable. Just like what others said, there was a bit of slowness when it comes to the attacking. The art is beautiful though, it deserves to win the top prize here. I love how both our games included the concept of chaos as a god, we've got the Canaanite/Pheonecian gods in ours, it'd be cool if you could try and give it a try <3

https://itch.io/jam/brackeys-6/rate/1177896

Developer(+1)

I had originally planned on making upgraded and different weapon types so the first one was supposed to be slow and deliberate. I ran out of time so the first weapon turned into the only weapon. Thanks for the comments and critiques! I did play your game already and I very much enjoyed it.

Submitted

Nice game! I especially like the artwork. As others have said, it's a nice retro-aesthetic.

I think my biggest complaint is that the enemies don't feel fair, especially the small walking enemies. The reason is that their movement seems to be completely random and unpredictable, which given the short range of the sword meant I lost several dozen HP to the enemy turning around randomly when I was trying to hit it. This is especially frustrating since the combination of large player hitbox and small range of attack meant that the reaction time to save myself from damage is basically none.

I think adding a bit of telegraphing to some of the more random enemies would go a long way (such as the shooting plants and the small minions). As a good example of an enemy that really fit this game, I really liked the enemy design of the bats since predicting their movement and parrying just before they were in range was super rewarding as a player.

Submitted

You really nailed the retro aesthetic with this one!

I would have preferred it if it was keyboard only though; as the game didn't capture my curser, I found myself clicking out of the game frequently. 

Developer(+1)

Yeah that was something I didn't think about until it was too late. I should have made like K also be attack and L be item cycle. Things to think about next time.

Thanks for the feedback.

Submitted

Nice game. Looks polished. Keep it up!  

Submitted

The art is great and I like the enemy variety. It'd be nice if the mouse location had an effect on the sword attack though.

Submitted

It's a cool concept, and I really had fun playing it, really gives me the exploration vibe. It would be pretty cool if teleporting back to the statue would restore all your HP.

(+1)

The first sorry for my bad english.

The game I found quite fun, has a nice footprint to play, one thing I think I would add is let the player's camera pass a greater air of tension, as if it were "pulsating" let's put it this way. I think details in the camera would make the character more alive. 

Submitted

The art is really nice and the game has a lot of different aspects to it which is nice to see in a game jam. My main issue was that there's a lack of feedback for when you attack enemies or get hit yourself. Otherwise, really nice game!

Submitted

Extremely polished game, I'm impressed how much you managed to do in such short period of time. One thing I'd adjust is to have bigger control of your player's sword, maybe connecting sword direction with mouse cursor direction. You can also try to make combat more entertaining. Anyway, amazing job, greatly done! :)

Developer(+1)

Definitely going to try and get some more impact to the weapon. I actually didn't go with mouse direction attacks because my initial plan was to add controller support and I wanted the control scheme to be playable on a SNES controller, but I ran out of time.

Thanks for the feedback.

Submitted

That's actually really cool! Very zelda dungeon delve vibes.

My one thing is I feel like the sword didn't have much of an impact. Would have been satisfying for it to do knockback and maybe not take so many hits. 

But such a cool entry, you must have been booking it to make it in time!

Developer

I agree with what you said about the sword. I'm definitely going to change how it feels later on. I had planned to add knock-back as well as multiple weapons... but then time was coming up and I had to switch priorities :(

Thanks for the feedback!

Submitted

Fabulous artwork! Loved the concept.

Would appreciate if you give mine a try: https://itch.io/jam/brackeys-6/rate/1176432

Submitted

Beautiful game except when we enter a new room the light go off and we can get hit easily :c

Developer(+1)

I actually made the lighting like that on purpose. I wanted people to enter each room cautiously and carefully. I feel like maybe making the hallways a bit bigger may have helped because most people just kind of run from room to room it seems.

Thanks for the feedback.

Submitted

Good and Potential Dungeon Game! Smooth Control , Cool Graphic and Audio, There's more you can improve, Great work 👍

Developer

I would love any feedback about places to improve. This is the first game I have actually completed and I want to use this as a chance to grow, so all feedback is welcome.

Submitted (1 edit)

Super good gameplay and graphic! I enjoy it!

also can you please check out and rate my game?
 |
V

Submitted

Wow, I see Hard work on this game, good Gameplay and Graphic, and can you vote mine too? 

Submitted(+1)

Great job on the nes aesthetic it worked very well!

Submitted(+1)

This has definite potential.

I wish the combat had better feedback, sound, knockback/stun etc. I would also like to attack up and down as well as left and right.

The graphics are charming, and I like the mythological theme. The opening theme music is beautiful and mournful.

This is a strong solo entry. Well done. 

Developer

I get what you are saying about the combat. If I were to do it over, I would make every hit feel a bit more punchy. The left and right only attack was a choice I made (for better or worse) though. I did have it four directional at first, but I liked the feel of the left and right locked attacks.