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Once Upon A Hunter...'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
VISUAL | Did the game have nice graphics or art direction | #12 | 4.500 | 4.500 |
MOOD | Did the game have atmosphere or make you feel something | #35 | 4.000 | 4.000 |
AUDIO | Did the game have great music or sound design | #70 | 3.500 | 3.500 |
Overall | #116 | 3.300 | 3.300 |
FUN | Was the game satisfying to play or did it bring you joy | #222 | 2.750 | 2.750 |
IDEA | Was this game super interesting or innovative | #328 | 1.750 | 1.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
it was very fun to play with arrow and bow
What a polished game. your game feel is go good too. I'm sorry this game is so short, I want to play more. Do you feel the melee in this game is difficult to use because when you get close to the monsters, they still shoot like normal and make you hurt easily. I think you should let the enemy stun when using melee or give melee higher damage. I play version 2 and feel that I can only play with range :v
Don't forget to check out the prototype of my upcoming roguelike dungeon crawler. Although it's just a prototype, it already has a lot of content. I really need feedbacks to improve my game.
Thank you, so glad you enjoyed it! Yes, compared to ranged combat, melee is less convenient. Damage adjustments and stunning sound like great ways to motivate players to use close combat. Then again, we have thought about removing melee combat altogether to flesh out and focus on bow mechanics in particular.
Hi Learliet, just played your game and I'm very impressed with how polished it is. Particles, shaders, flash and squeeze animations. Game feel is great on your game. As others have mentioned before, controls are not clear, which I think can be kind of solved by describing them on the game page (I had the same problem before with my game). Also, Idk if you meant to leave that function, but when I press enter, the color of the screen changes, I think this is related to damage feedback, but I have no idea why this function is there. Very cool dialogue system, and how it animates the letters. I'm also using GMS2 and it was a pain to figure out a dialogue system that would work for me. Pixel art is beautiful too, kudos to the artist. Great game!
Hey man, thank you for your feedback. I followed your advice and added controls to the game page. Furthermore, I left the toggling function of post-processing filters in by mistake. However, I uploaded an update that takes care of this issue. Concerning the dialogue system, I encourage you to use scribble, a text renderer by JujuAdams that makes it less painful to display uniform text. :)
I really liked the concept and the ambiance, this game has a lot of potential! Good job!
Thank you, man, that's very encouraging to hear!
This was really good! It was a bit short, but I guess you ran out of time after implementing all those systems! The controls felt great and very responsive, although it was not immediately clear what buttons did what. Halfway through the session I discovered I could switch weapons with spacebar, and I never found out how to use strength to heal.
Nontheless, this was amazing! The art was super pretty, the sound effects on point, and the music really fitting. The story was also shaping up nicely, although I guess we will never know what happens next :) (Unless I missed something?) I also really liked that you kept the introduction of the story short, so that the player can start playing immediately.
It is very similar to Archvale in many ways (although I have never played that one), so I guess that was the inspiration :)
Great submission! I enjoyed it a lot!
Thanks for giving it a go, Wuppos. You're right: the controls aren't as evident as they should be, particularly as the current state makes it difficult for players to restore their health (X on Xbox, Shift on PC). Thankfully, it seems like you were capable enough to manage without it, haha; be sure I'll look into it.
Furthermore, we're still working on the game, so hopefully, the rest of the story will not remain a secret for much longer. And yeah, Archvale was a big inspiration, maybe too big an inspiration, haha. Hopefully, the finished game will stray away from it a little.
I appreciate your comprehensive feedback, Wuppos. Thanks again for checking it out. :)