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A jam submission

Soulcleaver: Escape from the Abyssal DungeonView game page

A 3D first-person dungeon crawler
Submitted by Reece Tarrant (@rtarrant1) — 12 hours, 20 minutes before the deadline
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Soulcleaver: Escape from the Abyssal Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Audio - Does the game have nice sfx and music?#1522.1802.545
Theme - How well does it incorporate the theme?#1641.4791.727
Gameplay - How fun is it to play?#1661.7912.091
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#1671.7132.000
Overall#1691.7442.036
Graphics - Is the game aesthetically pleasing?#1701.5571.818

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Developer (1 edit)

Hello everyone!

Thanks for providing very valuable feedback for my game. It has been very useful in not just telling me what I could improve for my game, but it has also given me some good news in the form of telling me what I have done well, which is very encouraging and helpful in it's own respect.

I am going to dedicate this weekend to getting all the feedback together and using it to put together a roadmap of proposed updates to this game. Due to Ludum Dare coming up next weekend, I won't be able to put any of the updates into action in the next few days.

Thanks again for the amazing feedback! :)

- Reece

Submitted

You have a good foundation to build on but you need to work on the perspective and probably the tile size (except this cramped feeling is what you intend). Looks like movement is triggered by "KeyUp" rather then "KeyDown" which is unexpected and acts as a road block in continuous movement. You may want to reconsider this decision.

Besides that, I had fun. I slayed green boxes and healed myself in the blueish boxes.

Any plans for this post-jam?

Submitted

Good base for full games. You just need to add assets and variety as you go.

Submitted

There's a game base here, but it could certainly do with a little bit more polish. I got to the end but there didn't seem to be a way to defeat the Slime King guarding the door? I killed all other slimes but my character just wouldn't attack the King.

Also, I feel like I should be getting more powerful with each level up, but that wasn't the case. Slimes dealt the same amount of damage to me and it took the same number of hits to kill them, so leveling up didn't feel rewarding.

Submitted (1 edit)

After slicing down green cubes, I wasn't expecting the story to go in quite an edgy direction.

I agree about the camera being too zoomed in.  When you're up against the wall, it's like your face is pressed right up against it.  Though I didn't personally feel a problem with the movement.

Dunno if this of interest, but the only place I died was on the penultimate floor, because I fought the wrong Slime, and was blocked off from a health point.  Maybe there's something in that.

Submitted (1 edit)

how are you supposed to attack? is it automatic or is there some key I'm supposed to press?
The field of view is too narrow, and the camera is too far forward. (if you compare movement to most games in this genre, this looks like you are standing one square ahead of where you actually are) 

ok L charges up your sword, still can't seem to swing though.

Submitted

I could not hit the slime king, I think? The story bits and the weapon changes are cool, the cooldowns are too long, I like that the movement is fast enough yet it does not feel totally well, I think the wall tiles are too thin but maybe it's not exactly that.

Developer

Thanks for the feedback. I have been getting good feedback for the story and the weapon changes (I have pinged a link to this game to some of my friends). I have had some feedback about the cooldown too, so I will definitely be adding this to the list.

As for the movement not feeling totally well, would you be able to elaborate so that I can add that to the list too? :)

Submitted(+1)

For my 2 cents on this, it seemed like the player moved when the key was released rather than on the press, so it seems a little delayed when spamming move buttons. Also the camera might be a bit too far forward since you can't see a bit of the tile the player is standing on.

I like the idea of the sword leveling up as you kill enemies, definitely has some interesting story potential