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DeathWalk's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #41 | 4.133 | 4.133 |
Music | #107 | 3.667 | 3.667 |
Aesthetics | #129 | 3.933 | 3.933 |
Mechanics | #131 | 3.600 | 3.600 |
Sound | #243 | 3.000 | 3.000 |
Fun | #326 | 3.133 | 3.133 |
Story | #357 | 2.400 | 2.400 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
2: Myself for main game, design, and code. colossaljack.itch.io for the main soundtrack.
Did you use any existing assets? If so, list them below.
https://assetstore.unity.com/packages/3d/environments/dungeons/dungeon-traps-50655 https://assetstore.unity.com/packages/3d/environments/dungeons/ultimate-low-poly-dungeon-143535 https://assetstore.unity.com/packages/3d/characters/humanoids/character-pack-free-sample-79870
Link to your source?
https://github.com/Uberlicious/DeathWalk
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Comments
I liked the aesthetics and the ghost mechanic. But I was surprised when green mist killed me in ghost form haha.
Very, very nice ascetics (love the low poly look) and ghost mechanic. Good job.
Absolutely outstanding aesthetics, I love everything about how this game looks. The music fits nicely and the death mechanic is extremely well executed. The only let down for me was the camera, admittedly I was playing on a trackpad, but with it not being limited to within the walls and frequently clipping outside (spiral stair case as a prime example) Other than that, it was a great game, you should be proud!
The game was fun but got repetitive fast due to lack of checkpoints.
I like the level design and the visual assets you used.
The mouse sensitivity was a bit too high and got me dizzy fast. It's either the turning speed or the camera that needs tuning.
I think I missed what the goal of the protagonist was.
Good game.
First of all the sound is really great!
The main (potion) mechanic is also intersting: the first time you "die" you think "wow, that's a twist. whats next?" and you really feel involved.
People already mentioned, that checkpoints could be necessary, because player the penalty(begin from the start) is too big. But I think it could be ok and challenging in a good way if the replay process won't be repetitious in some parts . E.g. axe area could be one way only.
But on the whole the game was fun and I really enjoied it :)
I'm so glad people liked the sound! Was worried it was too repetitive
great, great idea, and great accomplishment. Put some chapoints for pleasure, it's very frustrating to have to start all over again. Good job
Really interesting concept, it's a lot of fun. My biggest gripe was the lack of any checkpoints, as having to replay parts caused me to stop playing eventually. Perhaps that was a time constraint thing? Either way, really cool game! (nice choice of music also!)
You got the full point regardless of being able to "finish" the game. So I'd say job done! Checkpoints are something I made a decision not to put in. I wanted it to be hard and the point of it being that you're stuck in this purgatory of sorts so no matter what you do you can never fully die an your loop restarts.
Hi Good start I had some problems with the LOD, or Occlusion culling loading the different stages. The second staircase never loaded the next pathway so I could only jump to my death, outside the map.
It would be nice with some kind of checkpoint system or more forgiving death at this stage.
But overall nice prototype.
Yeah, it's definitely with how the actually floors are loaded in. I learned a lot doing this project though and definitely will handle floor / level loading like this differently to avoid those problems. I had ideas on how to solve it but not enough time to actually implement it
Interesting concept.
At the begining going up the stairs i fell through the map few times.
Hi, really loved the ghost mechanic! I felt the camera moved a little too fast for me and got a little confusing when it went through the walls, and I couldn't locate my player. Great job!
Thanks! It was my first project and never really managed to get the camera to a spot where I was really happy with it after endless tweaking, but by the end it was at least mostly functional.