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Illusive Deed's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #509 | 3.009 | 3.250 |
Audio | #589 | 2.932 | 3.167 |
Graphics | #703 | 3.009 | 3.250 |
Overall | #768 | 2.777 | 3.000 |
Fun | #836 | 2.623 | 2.833 |
Game Design | #880 | 2.623 | 2.833 |
Theme | #905 | 2.469 | 2.667 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
Press Space to swap between a 2D and a 3D game which affect each other! What is real?
Did you write all the code and made all the assets from scratch?
Yes
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Comments
Interesting concept! Very fun and engaging. Great job!!
This game is a lot of fun and using the ability to switch between the level and the chess board to make fighting enemies easier and beating the level. The music is really catchy and the graphics also look very nice. There was a bug on the 4th level I think (the level with 3 bomb enemies), where I wasn't able to move any objects. Others than that this game is incredible. Amazing work.
Very cool concept! Had a blast playing it!
The art is very pretty, and the music doesn't get old either. I love the fact that the music changes genre when you go from 2D to 3D from like, chiptune into an orchestra, a small detail but very impactful to me.
I think there's a bug (feature?) with the crates where when I swap realities, they move slightly? I thought I was just tripping at first lol.
Pressing space bar to swap realities also isn't very responsive sometimes. It's like there a cooldown to swapping, but I don't get to see that cooldown (if this is intentional, consider adding a meter somewhere to tell the player when they can swap next).
Combat-wise, I think you could've made it more interesting. Currently, combat is just "walk up to things and see who has better stats" (and in this case its always the player). I normally don't make combat style games but some suggestions to try are:
- Make the player attack range larger than the enemies. This makes it so there is some gameplay where you need to try and kite the enemies and not just stand still. This could be just giving the player a larger sword, or even giving them a gun.
- Make the enemies take longer to attack. Rather than just slashing, consider a long wind-up to the attack which gives the player time to react and dodge the enemies.
In both of these suggestions, also make the player health lower. And also maybe quantify how much health the player has and not just show a bar.
The gameplay could've also been explained, as most of the game was pretty confusing to me. I wasn't quite sure what the objective was and in the first level, I kept trying to move the goblin away so I could run to the exit. Explaining that you need to kill everything before moving on somewhere would be more friendly.
Also, explaining that bombs also need to die to move on, and that they explode on their own after a certain amount of time would be good too. In one of the levels, I shoved the 3 bombs into the corner, was confused why I couldn't proceed, and then I suddenly could which made me more confused.
I think the idea is there, and with just a little bit more polishing, you could make a great game if you decide to continue to develop this.
:>
Thank you so much for your comment! We are aware of the game's flaws, but we were so low on time...
it's so nice to read your recommendations on combat and gameplay! Thank you for this incredible feedback <3
Thanks for that detailed Feedback. We already said that we had too short time and We are more than happy that something actual playable came out of that buggy mess. For the Jam, this game is no Competition for yours (Actual my Favorite), but I am more than happy that you see and Appreciate the Concept. thanks to feedback like this I really want to develop this Prototype Into A fully Working Game. We already have lots of ideas :D
Hi! i’ll need to borrow a windows PC to play the game… then i’ll come back to leave, my feedback, ok?
BTW the game is marked to run on Mac, but there is only a .exe download.
uh firstly thank you so much for the effort to review it.
I'm sorry that it doesn't run on mac, I exported it on unity as Windows, Mac, Linux... seems that this is not working out of the Box
Jolly good pen-work and music. Indeed I wish more could be said for the fighting, but it can be a beastly business to get right. Good show.
Loved this!
Even if sometimes the controls feel a bit weird and the attack was difficult to manage, I loved the idea of changing "plane of reality" and the fact that every level has to be solved in both "planes": killing all the enemies in the dungeon and displacing elements on the chess board. That's some very good game concept!
Plus, the fact that you used completely different art styles (2D versus 3D) fits perfectly with the idea! Great job :)
Ps. This is one of the few games I was able to complete. I'm kinda crying now. Thanks :')
Glad you loved it! :D
Thank you for your review <3
A solid entry for only a week of development. Interesting approach to reality shifting. The hit detection was a bit hard to follow, but I know that can be difficult to get right.
Great concept! Would love to see where this one goes given some time.
The 2D art is nice, the 3D world looks so different than the rest of the game which doesn't feel super nice, but the idea is really cool, and being able to put enemies away is a very nice mechanic.
Thanks, We are surely aware that the 3D world looks bad, but you probably know the answer: Time
Can't wait for this to be a fully fledged game!
I love this Idea, greate work
Is very gud
Yes Yes Very Good