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Aardwolves: Cosmic Exterminators's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #72 | 2.941 | 2.941 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
We incorporated solitude and cosmic horror through the setting and visual themes of the game.
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Comments
Impressive scope for a game jam game! I liked the inventory system, picking up items and moving them between inventory slots was responsive and easy to manage. Environments were well designed, lots of variety to the decor and I liked the spark effects and attention to detail. Sound design was great too and really well implemented, it added a lot to the sense of being alone in an abanonded space station.
I would have liked an in game tutorial, especially as the enemies didn't seem to stop coming at me when the game was paused while I was checking the controls. I also managed to soft-lock myself at the start of the game, where I accidentally dropped the yellow key card and it fell through the floor, preventing me from entering the next area.
Combat wasn't very engaging for me. It was interesting that you added a level up system with stat progression and some RPG elements, but I wonder if more could have been done to enhance the combat and make it more exciting.
Interested to see where this could go!
Thanks for playing!
We had our retro a couple of days ago, and we actually brought up everything that you mentioned here, solid feedback!
Unfortunately, we are going to shelf this for now and move on to something else. All of the feedback and action items for improvement are recorded though, so hopefully we come back to it one day and at least polish up this vertical slice!
I am looking forward to the rating and results of the jam; good luck! Loved your game, I think you are definitely in the running to win!
Wow great entry! There is a high degree of graphical fidelity on this one, the animations on the enemies, the effects (water spraying, sparks, fireballs) and the environmental design are all top notch. I immediately knew I was on some sort of space craft or station and there were alot of props to fill in the spaces to make it feel lived in. The movement is a little bit slow, but luckily the environments are not too wide open so it doesn't suffer too much from the slower movement. Otherwise, it's implemented perfectly with turning and grid stepping. The combat is a little basic, but the options for different weapons was great, the funny items too are a good gag in the otherwise serious tone of the game. Leveling up and lots of items are there to customize into things, even if you don't get a ton of level ups in a single run to see through different "builds".
Loved the stimpack reference too!
The biggest complaint is that it was too short! I wish there was more and I hope you continue developing this.
Thank you for the kind words and feedback!
I 100% agree with you! It is definitely too short and also lacks depth in a lot of the systems we worked in there. I will probably go back and clean some things up after the rating period ends for the jam, but I am not sure we will continue to work on it as a team or not. It's great to know that someone is interested in playing more though! Also, glad you liked the gag items, we wanted to have some fun with it too and that seemed like a reasonable way to do it. :)
Wow this is a nice one. A very complete and polished game. There's no story or indtroducing the player to the game world but there's a premise. That's fine, not every game has to tell a story, this one focuses on gameplay and i think it does a pretty good job at that! In terms of gameplay there's not much to criticize, everything works perfecty. Movement is very smooth and snappy, enemy AI is fine, inventory, levelling system, it has all basic mechanics of a dungeon crawler game.
Third party assets you used in the game are very high quality especially the enemies and the shaders on the objects. It's more nitpicking than criticism but the environment doesn't feel much like a spaceship to me. This could be place like mall or an office too. Comparing to some other contenders of the jam, the atmosphere of the game is a little weaker i think. Also there's something off with the lighting. With the lighting capabilities of UE5 i think a much better lighting could be achieved to contribute to the game's atmosphere.
Combat works well. It's pretty straightforward but it works. There's a decent feedback, you know you hit the enemy. Enemy's death animation activates with a 1 second delay.
All in all i think it's a pretty solid game especially taking the time limit into account. I am really glad that your game wasn't disqualified from the jam, it really would be a shame. Great job and good luck!
Thanks for the feedback!
We definitely wanted to include more story and some cutscenes! I think I have mentioned it earlier, but we wanted something like books or "datapads" scattered around that could add some narrative into it, and an opening and ending cuscene at least. Of course, we just didn't have time for that, or to make a second pass on the lighting either, definitely have to organize and prioritize differently the next time around!
This is far better entry than you would have had me believe from your comment to me. Genuinely very feature rich, and while I understand you are perturbed by having to cut content; this has alot going for it.
The environments are stunning. Many will put that simply down to Unreal, but the scenes are dressed well and a considerable amount of thought has been put into which assets to use and where to place them, which is a skill in of itself. The menu, UI and other 2D elements are solid and warmly recieved, there's a great deal of QoL baked in which is really nice. The collectibles and flavour text are all nice little touches that really build on the exploratory portion of the game.
You've had some really outstanding feedback from the other commenters, so I won't add to things that you already know. However there might be a few things I might be able add regarding my experience as a beginner.
It certainly seems that filesize is directly correlated to the number of plays, and this is a beast. I'm not sure what resolution textures you're using, however I would assume due to the filesize that they are on the larger end. I have been porting my game to 3D and in my own learning post jam, I have realised that you can be really efficient in dungeon crawlers, as many meshes are only ever seen from one side within the grid. I've been manually unwrapping the UVs and shrinking all but the visible face to 1 pixel. You can essentially squeeze 4k of resolution into a 1k texture at around 1mb compressed and it's doing wonders for my filesize.
My firewall also popped on running the game, while I understand it's probably just Epic doing some data collection, it's not ideal considering I couldn't run this through the itch client.
All in all I think this is an great entry and I think you need to give yourselves more credit for what you've achieved. Especially considering your working commitments alongside the jam, well done. I hope you will considering entering again next year, because I think you could produce something really special with some tooling ahead of time and after applying everything you've learned.
Thank you.
Thank you for the extremely kind feedback!
Also, thanks for the tip with texturing!
I am sure Syvice will be excited to hear that you appreciated the environments, he is educated and experienced as a professional 3D/Environment artist, so that was all his doing. :)
I am not sure about the firewall because I could have sworn that I turned all the analytics stuff off. You never know with corpo engines these days, though. There is probably still something that runs in spite of my toggling everything off.
We had originally thought about turning everything in the project into a billboard to save on file size. Ultimately, we got too scared of that approach, because none of us had ever built a game that way and we didn't want to deal with too many unknown-unknowns.
I think we will plan to participate next year, it will be my first ever repeat game jam! Normally I look for different jams with varying constraints so that I can learn more from each experience. If the three of us on this team continue to work together though, I think doing DCJam again next year would be a good benchmark for our progress!
Thanks again for the thoughtful and kind feedback, looking forward to playing the refined version of your game!
Well this is so far the first Unreal dungeon crawler I've played this jam so it's unique in that aspect. And while it looks great and there's a good amount of polish, I'll go over the issues I encountered first.
The first issue, which is probably mostly on me, is I couldn't figure out how to get past the second room. I had assumed that I used the yellow keycard to get into the second room (since the door going in was yellow), and thus wasn't required to actually drag and drop the keycard onto the doors. Once I figured that out I was good.
But on the subject of the rooms, it's a bit disorienting moving forward and suddenly teleporting. I assume this was done for performance reasons, which with Unreal is fair enough, though it caught me off guard at first. Oh and I ran into a bug where when going through the first yellow locked door, it teleported me back to the starting room. Had to run through it again to get to the first open area.
Like several of the other comments here I found something a bit off with the tile size and position. Some were definitely too small, like in the final boss room the camera clips into red columns. And others just felt awkward, like in the first room you're either too far away from lockers or have your face pressed against it. Just generally a bit weird. Oh I also discovered you can step onto objects, which isn't an issue and is kinda fun, but I wasn't sure if it was intentional or just an oversight.
The final boss was kinda neat, but again with the tile size issue it made it awkward to fight because it's hitbox is so small. And even though I beat the boss, I don't think I made it to the ending because I couldn't figure out where to go next. I searched through the boss arena and backtracked through other areas and didn't find anything. Is there no win screen?
Now covering the things I actually liked, graphically the game world looks great! The sparks coming off malfunctioning equipment, overflowing sinks, running showers, etc. all looked very nice. It chugged a bit on my machine even on low graphics, but I honestly think that's due more to some issue with my PC than the game itself because it's been a bit slow lately.
I liked finding all the little secrets scattered around, the blue and red stimpaks, and the toy weapons were all fun.
I appreciate the options of instant or continuous movement, I switched to instant as I found it a bit faster. Mind you my game has slow movement and no option for instant movement, so you got me beat there!
The combat was fine, I know others have mentioned it being too easy but in a jam I always prefer too easy over too hard. I assume there was a magic system planned but scrapped, since Intelligence and the blue bar don't do anything.
I also liked the interface, very intuitive, and I like the detail of leaning into crates when opening them. Very Legend of Grimrock!
Overall I had fun with this one. It has some obvious growing pains of devs who haven't made a dungeon crawler before, as you mentioned in other comments, but I think if you were to take another swing next year you could make something great!
Thanks for all this great feedback!
We are definitely starting to see a trend in recommendations and pain points here.
Also, you assume correctly that we were going to have abilities. Those got scrapped, and we forgot to disable some of the associated stuff.
You did find a new bug or pain point; the credits screen is supposed to appear 10 seconds after the boss HP hits 0, and that is meant to be the end. This, along with the level transitions and boss hitbox, are all just weird compromises we made for the sake of time, as I have mentioned in earlier comments. We had originally planned to put a starting and ending cutscene in the game, but we fell way short of that; our scope was blown up too far just getting all the systems in there and working together, even having planned it all out thoroughly in advance.
The tile issue and overcommitting to a plethora of systems instead of focusing on a handful and just making those and the overall experience more fun are both great improvements for us to focus on next time around. You are correct, since this was our first time making a crawler, we had no idea how to get the tile sizing and layout right, we just got the grid working and did the best we could with the assets to make them not feel weird. Do you think starting with a different FOV would have made this feel better?
Thanks again for taking the time to play, though; very much appreciated!
Well I'm happy to provide all the feedback I can! I had the experience last year of vastly overscoping on mechanics and ended up with only a tiny tutorial level with one enemy lol.
Some playing around with the FOV I don't think would hurt, and I would also recommend combining that with experimenting with the camera placement in the player tile. That's just advice for something to do in-between this jam and next year so you have time to try what feels best. For this specifically I think it's more the grid in the world itself that's the issue. Because it doesn't matter how comfortably the camera is setup if there's tiles where the walls intrude too far on the player position.
But hey, this is all part of the learning experience! Good luck with your future dungeon crawler work!
This looks amazing and sounds great. It's extremely well presented, from the menus at the start to the user interface and graphics in-game. Great job.
The movement is smooth, although it felt very sluggish. Then there's the tile size. It felt way too small for a classic dungeon crawler. It was very apparent when the prawns died and there wasn't enough room for them to die on the floor so they disappeared through the wall.
The transitions between the rooms via doors, or the TV teleporter, were very disorienting. You thought you could see through the door to the next room but when you went through the door you were somewhere completely different. Most of the scenery looked nice but was completely static and didn't really add anything to the gameplay. Why were we in a gym with lots of toilets? It felt a bit disconnected.
The inventory looked great and it was nice to be able to pickup in free look. When you picked items up the icons had no transparency to them which felt like an oversight, given how polished everything else was.
We picked up everything we found but didn't use anything except for the baton, the sledgehammer and the keys. We didn't get hit once throughout the entire game, even for the boss at the end. Were the red and blue bars health and something else, because they just seemed to be static for us. It was too easy to two-step around all the enemy. The small tiles made it very hard to know whether you were next to an enemy or a square away, especially with the end boss. Thankfully he was so slow that you just moved up to him until you couldn't move any further and then back away as he was turning.
There weren't any puzzles that we noticed and we didn't find any secret rooms. Did we miss some things?
Overall we were very impressed with the graphics and controls, but the gameplay and combat were lacking and in the end it wasn't as fun as it could have been given the foundations you put in. We didn't encounter any bugs that we noticed though, which is quite an achievement, much better than we did!
Awesome feedback! Thank you so much for taking the time to share this much detail with us, it means a lot
This is the first time we have ever made a dungeon crawler, and you are the second person to mention the tile size issue! Definitely a big takeaway for us if we ever decide to participate in a DC jam in the future. I think this went wrong in two ways, first, we sort of lined up our assets by sight instead of sizing them appropriately, we were too deep in by the time we realized that was a problem. Second, we wanted the enemies to be bigger, so we just took the lazy way out and scaled them up without modifying animations, guaranteed to make everything feel a bit funny, lol.
The transitions were my fault! Unreal is a bit greedy for resources, and in order to keep each "level" manageable, we had to split everything into a bunch of sections. My original plan for us to deal with this was to just copy over the entire next room so you could see it before you walked into the transition. However, that was more complicated than anticipated and also ate up a ton of resources, which is what we were trying to avoid in the first place. So, we ended up with the weird situation where you walk through "airlocks" or hallways to transition, definitely not ideal!
Haha, so far as the gym and showers, this was supposed to be the crew section of a military-style ship that was invaded and slightly damaged, so we had imagined that those types of facilities would fit in well. It almost ended up feeling like we were taking a tour through the bathhouse/gym in a Yakuza game instead, though. But I think a little more backstory in the game would have fleshed that out; cutscenes and "datapads" or in-game lore are two things we did not make it to on your proposed feature list.
It wasn't so much an oversight for the icons, but it was a sacrifice for time! We had been polishing everything too much and ended up in a mad crunch on the last weekend, so we just snapped pictures of the items in the engine and turned them into textures for the icons, lol.
The blue bar was a relic left over from another abandoned feature. We had planned abilities, but they didn't make it, so we forgot to take that out. In terms of the game being easy, that was very intentional, as I had said in another post below. Better than anyone can make it through the game and get the whole experience of what we made than make it challenging. You can take hits, the HP bar does work, and you can die, though; however, that is our major bug; if you die, the dungeon state machine doesn't reset, so you have to start the whole game over again. :(
There was no time to get into secret rooms, but there were several chests and the squeaky toys you could find. The only puzzle was figuring out what the keys were used for by matching the color with the doors. Too much time was spent on polish and not enough on fundamental gameplay; I think that is another good lesson for us to take, and we will block out our time differently on the next one!
Thanks again for all the feedback, and thanks for playing!
Very cool game! I'm astounded at how feature complete it feels, the inventory had some nice quality of life and incorporating a stat system was great too.
I however noticed that I basically never needed to use a stim. Still liked having them though!
Thank you!
The "too easy" thing was definitely an expected trend. I designed all the interactions to be extremely easy and playtest with my wife (who is not a gamer) so I could tune it down enough to make it reasonable. I have had a lot of success with this in the past; if it's a little bit challenging for her, I can be confident that it is pretty easy for most people who play games. :D
I'm glad it felt feature-complete. Learning and putting all that backend stuff together and getting it to work correctly took up the bulk of our time on the project (this is only my 3rd small project in Unreal; I have always been a Unity dev). I'm happy to know it paid off!
Graphics and Music was nice.
Stimpacks going SC on me, duck, panda and corgi found (that you can hit with). Stim that does negative accuracy... That is all I found personally.
There is a bug with last boss when he moves - you 100% will miss. And he moves slowly, so its not as noticable. I though that I need to do something else there. Movement was a bit strange in general. Kiting boss with hammer too OP!
You did find most of the easter egg content! There was one really weird one that nobody has noticed yet. That bug with the last boss is an unfortunate symptom of some hackery I had to do for the sake of time; he is a lot bigger than his actual hitbox is, so if he isn't directly in front of you, the attack whiffs. We also made everything really easy on purpose; we didn't want people to get stuck. Some other weird hackery on the last boss, to get him to feel a little better, without building additional functionality, he actually does an invisible ranged attack from 3 grid squares away, lol.
Thank you for the feedback, and thanks for playing our game!
Oh so that what was hitting me at range. I just though that i was recieving damage that registered regardless of me moving away from initial hit. That makes more sense then!
Hahaha, yeah, it got sort of dicey there at the end, all that polishing and working on systems caused me to cut a lot of corners on some of the last things to go in. :D
This entry will be disqualified. Submitting an entry with a link to external file is of course not allowed in a ranked gamejam with prizes. It's not allowed to update or change your game past the deadline and with externally linked files we have no control over that. That is unfair to the other participants and is downright cheating.
I will leave your entry visible to others so you can get feedback but once the rating period is over your entry will be removed.
My apologies. This is my first ever game jam and it did not state in the rules that external links could not be used due to the limitations of file size you could submit to Itch.io. Our focus was to use this time to learn and see what we were capable of as a team within Unreal within the given time limit, not really to try and win. We'll make sure we take note for future submissions.
Like Syvice was saying, we are just here to learn and get feedback anyway, we were never trying to compete. :)
The other two guys are first-timers though! So I want them to have a good experience and get some good feedback so we can continue to make games!
I will also mention, FYSA, Itch.io offers Dropbox as its alternative option specifically because you can still moderate changes through it. Every folder in the context menu has a "File Info" that anyone should be able to access, and any time something is changed (even if the folder is replaced), the last modified date changes. It is a little more work for you to make a couple more clicks when you go to download it, and I am not trying to argue our case here, but you shouldn't have to DQ folks for this in the future unless that is just what you prefer.
After much thought (and some petitions by players) I've decided to -not- disqualify this at the end of rating period. The only reason is that it's possible to see timestamps, and as long as they stay unchanged I will allow this as a qualified entry. I have disqualified several others that used externally linked files but those didn't have timestamps so there is no way of knowing if it gets updated post-jam. Next jam I will add to the jam page the rule that externally linked files is not allowed and that -all- submitted files must be downloadable directly from the project page.
Sorry for the inconvenience :)
That's reasonable, and I appreciate it, but I don't expect us to be able to compete here anyway; there are way better games in the jam, lol.
I just wanted to bring that to your awareness is all, but thanks for reconsidering all the same! Now, we can go down in a full-fledged blaze of glory! haha
We are hoovering up all of the excellent feedback, though. Everyone is learning a lot, and we are already planning the next jam we want to participate in! Thanks again for hosting and allowing us to sharpen our skills here!
A very amusing game wrapped in serious graphics! I got to maul bugs and a huge ass alien boss with a corgi and a red panda. What else can you want?
Glad you enjoyed it, and the addition of the squeaky toys!
Thanks for playing!
This game has fancy graphics! It should have though cause the file size is enormous. (And the zipped file was actually larger than the unzipped items...) I liked the touch with the small mascot weapons you can get.
The tile size and steps seems of for some reason, it feels like you take 1/3 of a step when strafing. I don't think it is because the assets used doesn't cover entire squares though.
Combat is fine, but I mostly danced and used double weapons. The two handed one does half the damage per second than two one handed ones. Final boss was epic.
Anyway good job!
Yeah, I am not sure what is causing that issue with the strafe feeling off, thanks for mentioning that, will look into and see if we can take away any learnings!
I got Corgi, a red panda and a rubber duck and defeated the big thing. I never raised my Intelligence stat of course. A heavy hammer smashing the enemies in one hit was a satisfying find, I liked the different containers animations especially and for example I liked just how much the toys were highlighted, neither too much nor so low that you would never try to click on them. Movement is smooth and pleasant to control and the speed feels just appropriate so that you feel like you're smashing hard things with a huge hammer.
Cool game, thanks for sharing.
Hey! You got to catch em all! Haha
We put those easter eggs in there to represent ourselves with something fun, and who doesn't like to beat up baddies with a squeaky toy? :D
Thanks for playing!
Thank you for your feedback! I'm glad you enjoyed what we put together!