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Eternal Void's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #156 | 1.566 | 1.667 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
The theme of the game is about an lone soul awakening from the grave, seeking to return to the endless void, encountering eldrich abominations along the way. I ran out of time before finishing a combat or inventory implementation so I will be disqualified (and would not rank if it did finish implementation) but submitting as proof that I did not give up.
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Comments
I'd play more of this.
The textures look good both indoor and outdoor, I specially like the grass, including the alternative sound when walking inside it. The view is good, instant movement feels good although I wish I could walk faster.
Thin walls which still take a full tile are unusual, in general thin walls are always between two tiles. In fact it seems you added extra steps in-between the blocks which constitute the dungeon, or at least it's the impression I get, it was not blatant to me when playing that the steps were small but I would 100% cut these half steps anyway.
Thanks for not giving up and sharing.
This might become something if you spend more time on it. Atm there is not much to do, but moving around the environment is still nice. Having a game start at a cemetery is a great idea and has a lot of potential to build further on. The movement seems to use halt grid movement or the tiles are super small. It is a spooky environment, some added jump scares or enemies here and we will have some fun.
Keep at it!
This was not bad, good aesthetic and movement. Would be cool if you took the time to expand it post jam!
I know all too well the pain of running low on time.
Good on you for sticking it out all the same.
Still had a decent feel. Even if the steps were too small.
I assumed you did that so the wall texture would scroll better
Playthrough: Eternal Void by nazgulsenpai
I did the steps as integer units without factor in in much else :) Thanks for the feedback!
Welcome to the challenge of scoping! What you've got looks decent aesthetic-wise, here's a short vid of me exploring it:
That is the start! For the future jams you will know when and what slowed you down!
People already told about steps being a bit too small... But other than that - always try to make small level. Do all the mechanics you need to do on it first. Make health. One enemy. One attack. Death and Win condition. All that mandatory stuff that is in the rules. And then start working on the level :) That way even if you won't make stuff in time - at least you will do 'minimum' so you will be able to get better reviews and more experience with that.
Never give up and keep going!
The mood in this entry was excellent, it is a shame you did not get further with implementing the needed systems. And I second the step size, it is snappy, but still takes to long to move around because of the small steps.
Even so it s not finished, I tried it as it looked intruiging and liked the old school feel of it. The sound was also quite nice. Even saw the void.
Nice environment, and instant step is a plus for me. The grid tiles should be bigger; about twice the size as it is now.
I wish there were more content. It's all very empty (unless I missed something). Still, good job with what is there :)
Thanks for the kind feedback. Now that you mention it, I see what you mean about the steps. They are individual units of movement which in this environment scale does seem too small. It's not much of a "game" and more of a snapshot of where I was at when I ran out of time unfortunately. Now that I know what to expect, I'll be better prepared for next year's jam!
Congrats on not giving up. Is there much to find in its current state? I wondered around a bit and got lost in B1. Good sound design.
Thank you! There's a black hole that would have acted as a checkpoint but it does nothing. I had items and mobs coded partially coded and some basic art and UI layouts, but ran out of time before I could get it all implemented. So it's just an empty walking simulator :)