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The Lost Relic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #1 | 4.229 | 4.229 |
Mood | #3 | 4.000 | 4.000 |
Overall | #5 | 3.932 | 3.932 |
Audio | #12 | 3.686 | 3.686 |
Visuals | #16 | 3.814 | 3.814 |
Ranked from 70 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
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Comments
loved the game. the insect boss was awesome.
Awesome, thanks for playing
I like it! The game play rhythm is very fluent and quick, with the control very intuitive and easy to get used to, feel very neat. I died one time and made it to the end, really engaging and great enjoyment!
Thanks for playing
I had a lot of fun ! Really nice game with no bugs encountered, well done !
Glad to hear, thanks for playing
Lots of fun! really great job!
Glad to hear, thanks for playing
Solid game that sticks to the theme, great job!
thanks for playing
I really liked the gameplay and sfx, the theme inception is also great.
I liked you keep it simple and add a lot of powerups and polish, great job!
btw if you can play the game that I made and give me some feedback I really appreciate it :)
If all goes well I will be livestreaming all the remaining games that I have not rated yet this evening so I should be getting through it and will rate and comment once I do.
Very creative! Good job!
Thanks for playing
Why not really support twin-stick input?
My PS3 gamepad does have twin sticks!
Oh right... (just read some more of the comments...)
See my other reply then!
yeah its technically in the code and working but i didnt have time to setup a menu config for swapping between the 2 input types and also an easy way to explain the options to the player without confusing them and turning them away from testing the game so I went with just the basic keyboard and mouse. Most of my testing was done with my gamepad for sure.
ABSOLUTELY LOVED IT!! Arguably the best game of the jam. Hats off 🙌
Really liked the balance - just the right amount of everything - the number of enemies in a level, the number of powerups, number of levels, duration of each level and the total duration of the game. The pause button pretty conveniently clickable on the screen, when you're totally immersed in the game moment - I believe attention to small things like these really add up to the overall user experience. Nice VFX and SFX. Great music. Overall, beyond impressed by the fact that you were able to achieve all of this, within a jam.
(The shotgun came in pretty handy in blowing the *bleep* out of the Red and Blue ones)
The boss battle really does test you. Also making you feel like you're fighting for something truly precious.
I guess the only thing that might need improvement, is of course the main menu and UI. Or maybe not, if it contributes to satisfying the jam theme. Other than that, fantastic job. Really enjoyed playing this game. Will come back to it and keep playing it from time to time.
Awesome thanks for playing and liking it, appreciated it a lot. Yeah the menus and art work definitely could use some work.
I really like this game, it has simple mechanics that add a lot of gameplay. It started out simple and I was like: "I got this"... by the final boss fight I was sitting at the edge of my seat in full try-hard mode. I like that you never know if the gold is going to benefit you or not. Well done.
Thanks for playing and for the feedback, appreciated
Don't worry, we can tell you're a fellow "not artist" as well! Absolutely lovely game though. Hapexamenidos reminded me a lot of Moldorm from TLOZ:aLttP.
it shows doesnt it :P, thanks for playing. I jacked the name from one of my favorite Clive Barker books Imajica
I absolutely love the game. You can clearly see the influence of games like Binding of Isaac and Monolith in there. Sound effects were good, pace was good, difficulty was good. The only thing I would have like is a map, and maybe a better contrast on the bullet, they became hard to see at time.
Really nice game man!
Thanks for playing and for the feedback.
This is a really cool game; I am totally impressed!
The only thing I thought was a bit hard was that the cursor disappeared with all the other red enemies.
But you got such polished game here, also it reminds me of Smash TV on SNES :) (I loved that game)
Exceptionally good job :)
SmashTV was definitely the inspiration. Yea that cursor was sketchy, it was a last minute thing originally it was just twin stick controls on a gamepad but then a lot of people said they didnt have or use controllers so I changed it to mouse and keyboard and didnt really tweak it well. Thanks for playing.
Excellent game! And really impressive that you made it all from scratch for the jam!
Just in case you didn’t know, after reading the game’s page: I actually played this game on a web browser using the left analog stick of a gamepad on my left hand and the mouse on my right hand, so a twin-stick shooter should be actually possible to make. Maybe the problem would rely in different controller brands using different axis for the sticks, I don’t know. It’s good that you included keyboard bindings for compatibility anyway.
That’s all, I salute you for making a game this good in such a short amount of time.
The code for twin stick is actually in there and working but the issue was that if you wanted to use keyboard and mouse they would clash with each other so I did make it so that you can enable one or the other with a bool but then it would require a menu select option to change the controls and I just had a feeling a lot of people wouldnt notice it quickly glancing as well as the extra time to get the menus and explain the 2 control schemes so I just scrapped it. 90% of the jam though I was playtesting it with 2 analog sticks on the gamepad and I love the feel of it but a lot of people said they didnt have a gamepad for their PC so I just left it as is.
Thanks for the feedback. Appreciate it.
The simplest workaround would possibly be to have two start buttons, one as "Start with twin-stick" and one with "Start with Keyboard&Mouse" ?
That is a good option actually, I should have thought of that honestly but it never even crossed my mind. That would have been very simple for the player to understand. Damn lol
You're welcome ;-D
Very fun game! It has smooth movements and transitions, outstanding light effects and a very well chosen soundtrack/sound effects set.
Thanks a lot for playing. I made the sounds and the music actually. Was the first time i ever made digital music tracks so they are a bit basic but they seem to fit.
Fun game! Had an old school 80s arcade feel. Oh, and $%^$#^# those blue critters. :)
My one criticism is that during my battle with the boss (using the WebGL version) the game crashed.
Oh that sucks man, first time I have heard of it crashing but will see if I can replicate it and fix it. Yeah big time 80s. Inspired by SmashTV. Thanks for playing.
Nice game! Got definite Robotron feels with 80s style sounds, and of course Smash TV with the top-priority kill red 'Mr Shrapnels' and just a smidge of Jeff Minter style psychedelia with all those colours!
Score: 68750 - holy crap the boss is hard to hit at the end, I only just scraped through :) Nice one.
Smash TV was the main influence but absolutely Robotron inspired as well. Thanks for playing and enjoying it. I always wanted to make a SmashTV style game and finally did it.
Congrats! I've always wanted to make a dual stick shooter, had an idea bouncing around for a long time to make a Gauntlet-esque one.
Since I added gamepad controls to my submission here, I sortof have a dual-stick shooter game, though mine is certainly more sedate than yours or Smash TV's baseball bat infused carnage.
Nice, I havent tried yours yet but will tonight or sunday. Twin sticks are so much fun I wish I could have left the gamepad twin stick setup in but with the mouse one they clashed and i didnt have time to make menu options to select which one. Man I loved Gauntlet so much. Cant wait to try yours now.
Yeah, when I added pad controls it took a lot longer than I expected due to clashes - mostly with the torchlight that follows the mouse pointer... I don't want to oversell my game too much - it's fairly relaxed, and compared to Gauntlet there's just a fraction of the enemies onscreen to mow down... and there's no food to shoot :)
Oh man, this was a fun addictive little game. Very very good effort. It seemed polished, and ran smooth without any noticeable bugs (at least for me). I say this might be a possible contender for first place.
It is true that trying to do a twin stick shooter on keyboard is a bit awkward. My only "complaint" was that I couldn't really effectively both navigate and dodge projectiles with WASD and at the same time remember to also point the mouse and shoot haha. I would suggest perhaps increasing the rate of fire? Felt a bit slower than optimal.
I love how the theme of the jam came across in both the intro/backstory (nice) but also in some of those gold pickups that were bad. Though, small criticism there, unless I'm mistaken, it was quite predictable that they were all duds?
I was excited when I read 'randomly generated' but not sure exactly how that came across. Very cool idea with the connected rooms and you can get to choose where you go - amazing stuff. But I feel like Metalstorm just probably didn't have time to add more variety and randomness in the rooms (in terms of elements perhaps and hazards) that would have been awesome. I suggest that for the 2.0 iteration of the game.
Very good job man!
PS. Oh yeah, and mighty impressive that all assets were the developer's... I can never do art, I grab whatever freebies I can get my hands on, so coming up with all that plus the programming, wow
Thanks a lot, the power ups were not all duds but i didnt get a very good "random" chance feel so a lot of the time it felt like it. There were machine guns and shotguns which let you mow down enemies very fast. I agree 100% on the controls. Originally it was made for twin stick analog sticks only but then most people said they didnt have gamepads so i added in the mouse controls and it was going to take a while to make it work well with both so i decided on just the WASD and mouse controls. I am not a big fan either.
For the procedural/randomly made thing the dungeon system is randomly made so the path through the rooms will always be different. The rooms look the same though other than different door placements but they do spawn enemies at a different rate and chance to spawn certain enemies is higher and lower in each room. I planned to make room specific enemies and traps and stuff too so you would really notice but didnt have time and had a lot of bugs to fix on the generator that were more important. The downside is its not very balanced so sometimes you get a dungeon thats like 6 or 7 rooms and sometimes its like 15. But it ran and was stable so I didnt want to mess with that and break it before submission.
Thanks a lot for the detailed feedback, great to hear and thanks for playing. Appreciate it.
Also I really liked your game but I was a moron and didnt watch the video on the itch page and couldnt figure out how to do anything lol. Afterwards I watched the video and it all made sense so I have to go back and give it another try. I played it on my livestream which I think I left you a link for. I really like how much work and detail went in to a strategy game like that where you have to weigh the pros and cons of what you do and dont do. Awesome work.
I like how smooth the tank feels to control. Got to the end with the big snake battle and he was very stubborn to die on the last bit of health.
Visually the particle effects are nice and the chaos is fun to see especially when there are many enemies on screen. The music is also a real toe tapper to listen to.
My only quip is the speed boost is a power up but it feels like a double edged sword you can use it to out run enemies but sometimes it can cause you to crash into enemies bullets if your trying to be precise.
Overall really good game.
Yeah I agree about the speed boost, I wanted to have a lot more power up and power down options but just didnt have the time. With the power ups timing out fairly quick it also kind of makes the lose all powerups one pointless. Thanks for playing appreciate it.
I start this first level thinking... "ok whats the plan here" and some minutes latter "KILL THEN ALL", its a good game to free shoot, i like it!
Think about a good ux/ui menu and HUD and mobile export, i will love play it on my cellphone ;)
Thanks, i didnt really think of mobile but yeah with a little thumb controller on each side it could actually work out quite well. Might try that. Thanks a lot for playing