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A jam submission

Necro HunterView game page

Try to defeat the Necromancers and their spawns in this third person shooter.
Submitted by Beebe Bluff, Gwoad — 5 hours, 27 minutes before the deadline
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Necro Hunter's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#1493.3033.303
Story#1802.9702.970
Fun#2243.3643.364
Aesthetics#2283.6363.636
Mechanics#3213.0303.030
Theme#3403.0303.030
Music#4572.3332.333

Ranked from 33 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

Did you use any existing assets? If so, list them below.
Listed in Readme.txt

Link to your source?
https://github.com/BeebeBluff/GDTVGameJam2022

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Comments

Viewing comments 25 to 6 of 25 · Next page · Last page
Submitted

Nice work! The third person controls felt good and the sound design was great. I took out the necromancer, but was sad I couldn't open his treasure chest.  Or maybe I just murdered an innocent old man? 

Submitted (1 edit)

Good game!

Pretty graphics and creepy sound looks cool.

And i managed to kill myself by touching a dead skeleton sword. LoL

Developer

Lol no way!! I haven't seen that bug yet. Thanks for the feedback :)

Submitted

Great work, really interesting gameplay! Unfortunately, the camera is too sensitive and on the 3rd level the walls are blocking the view. When I was searching for the necromancer I thought the enemies were spawning too fast, but once I knew were he was and headed straight there it was too easy, so it needs some polishing to have the balance. Anyways, congratulations, you made a fun little game! :)

Submitted

Good atmosphere, poor oldmen:)

Submitted(+1)

Cool gameplay loop! I'd recommend using a Raycast for the arrow firing direction - that way the player could be on sloped terrain without impacting aim, and you could add cool stuff like environmental hazards for the player to trigger - take a look at my project files if you want an (admittedly rushed) Raycast example (the CalculateMousePositionForWeaponAim() method in PlayerMovement.cs)

Developer(+1)

Thanks for the feedback! That's a good idea. There were a few decisions like that where we probably could have gone with another choice, but we just picked something because we were in a time crunch. I'll check out your game though too.

Submitted(+1)

Good job with your submission! I think the camera sensitivity was a little high for my tastes. Also, the third level could do with a bit more polish for the camera. I felt a lot of the time I couldn't quite see what was going on because the other side of a wall was in the way. Great work all around to the both of you though!

Submitted

Great work in 10 days. I really like the cartoonish nature of this game. It will be a bewdy when done.

Submitted(+1)

hey great work on your submission!

I really like the eerie atmosphere, especially on the first level. The sunset really makes me feel anxious, streets and cities being so empty (aside from the enemies) also add to that feeling. 

The gameplay also has a lot of potential, but I think the core gameplay loop needs a bit of polish. Although I imagine that you have a lot of ideas on how to improve it, just couldn't put all of them into practice within 10 days :P Personally I think it's good to enhance the experience of being a long-ranged character who is weak up close, especially before the undead: maybe make it so that enemies have a bigger detection range and give player ability to hide, to really emphasize the stealth aspect of being a bow user + add even more suspence to the game. I would also add some offensive abilities to the necromancer, as right now it's a little weird that I can just shoot them so easily once I find them. Maybe once you find the necromancer AND the necromancer notices you, they command their entire army of undead to swarm you, so now all the enemies are on alert and trying to get you?

All in all, I think it's a really promising entry. Good work on your submission :D

Submitted

This was a lot of fun. I really enjoyed the detail you put into the town and the spawn points for the enemies. I explored for a while but couldn't see or hear the necromancer's chanting, and died on both attempts from hoards of enemies! I had a blast shooting the bow and watching the enemy rag dolls flail about after being hit. Great fun. Congrats on the submission!

Developer(+1)

Thanks for much for the feedback! I'll try to tweak the chanting a little. But yes, we were hoping the highlight for people would be the actual shooting and the ragdolls :)

Submitted

Great work on your game! Made it to the third level, which was really dark and the camera kept swinging behind walls, so it was very difficult to navigate. There seemed to be a bit of drift, so aiming could be tough, but maybe that's just me. 

One thing I would have liked is the ability to hold down the mouse button to keep the bow drawn, maybe with a timer for the stamina of the character or something, just so you could release the button and fire immediately without the animation delay

Developer(+1)

Thanks for the feedback! I couldn't figure out why there were so many issues with the camera on level 3. Maybe I'll keep messing around with settings. But thanks for playing!

Submitted

Nice game, good choice of assets! The controls are very smooth and easy to use, sniping an enemy from real far is really satisfying. So good job!

My feedback is to maybe make it a bit more forgiving, I sometimes get swarmed by 2/3 enemies, and dying in 1 hit makes it impossible to get out of that situation.

Developer

Thanks for playing! I hear what you're saying with the swarms and then dying immediately. One hit kills were something we were on the fence about. 

Submitted

Very fun game, but there is a small problem when there is a difference in height between the player and the enemy, because the arrow flies in a straight line and cannot be shot up or down. :)

Submitted

Really good game, glad there is an adjuster for the sensitivity, would be nice if it persisted after death tho

Submitted(+1)

Pretty good! After several deaths I figured out the mechanics.

A bit more polishing, maybe more mobbing by the enemies but ways to protect yourself via setting up traps. Got a bit of a Orcs Must Die vibe with the whole picking off enemies one by one with the bow :)

Developer(+1)

I never thought about the Orcs Must Die vibe! Traps would have been such an awesome addition. I'll consider that for the future. It took a ton of time just to implement the movement and basic mechanics, so that was tough for us. But thanks for the feedback.

Submitted

Gave it another go with the sensetivity slider, cool game, the ragdolls were nice. Got killed on level 3 by skeletons coming round corners without beign able to react, but totally a good start!

Submitted

I MADE IT!
level 3 was super hard, especially because the camera kept clipping through walls - but that's something even AAA struggle with, so absolutely no blame. it was actually an intersting dynamic to find the necromancer as quickly as possible not to get overrun by the mob.good job!

Developer

Thanks so much for the feedback! And yeah, I can't figure out why the camera is so crazy on the last level. It's like it always wants to go behind the wall regardless of colliders. Either way, glad you enjoyed!

Submitted

Fantastic work, I love how smoothly it runs, out of professional curiosity, how did you build the terrain, I'm starting to look into trying to work with terrain like yours, got any pointers for a noobie in the area? Aesthetics are amazing, I would have liked enemies coming from more than one place and following one path, I could kind of line it up and just click them all dead. Great work though! Very impressive!

Developer

Thanks for the feedback! Yeah we probably could have made some "wander" code, but we ran out of time. Honestly, I have spent some time using the Terrain tool in Unity, but I hate it. So I just made these levels by hand using free assets and their prefabs. I just drag and drop each piece and rotate them and put them into place. I can give you more specific info in Discord if you want! my name is Beebe in the GameDev discord.

Submitted(+1)

Really high sensitivity haha. I would have liked the arrows to move a bit faster.

Nice game though! 

Developer(+1)

Yeah those are great points. Thanks for the feedback! I added a sensitivity slider. 

Submitted(+1)

My initial thought was i loved the mood of the game, it made me want to explore the houses. almost gave me a runescape feel. the visuals are cohesive and nice and i like the choice to just have night ambiance rather than music. I think if bow could be pulled back and fired when you let go and if there was ability to strife while having bow drawn and can aim and move around at same time, the gameplay would have been really really nice. the instant death and enemies being faster than you was bit annoying. wish i could have been moving around and shoot enemies but if they start chasing you, youre done. I did enjoy you guys style and game design maybe we can work together sometime.

Developer(+1)

Ah! I never even thought about the runescape vibe. That's a good comparison. Thanks for the feedback. We had to pick and choose features because coding the basic movement and camera took a long time lol. But thanks!

Submitted(+1)

I was unable to play it because a slight movement on the mouse would almost spin me around completely. A shame because visually it looked very interesting and moody.

Developer

Thanks for the feedback! I tried adding a mouse sensitivity slider because others have said similar issues. Thanks for trying :)

Viewing comments 25 to 6 of 25 · Next page · Last page