The game has a very nice look to it. For the most part it felt good. There were a couple of things that I think it would benefit from. I ran into a jump issue where I barely stepped off the ledge and the jump failed. That is something solved with Coyote time. Then I agree with Carlos E. Perez that the jump seemed a bit floaty. Here is a link to a video on how to make a jump feel great: Mario Jump. All in all, I liked your game, I think you have a great start to a game.
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Shattered Dimension's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetics | #161 | 3.746 | 3.746 |
| Story | #204 | 2.825 | 2.825 |
| Sound | #247 | 3.048 | 3.048 |
| Music | #251 | 3.254 | 3.254 |
| Theme | #393 | 3.048 | 3.048 |
| Fun | #462 | 2.762 | 2.762 |
| Mechanics | #483 | 2.698 | 2.698 |
Ranked from 63 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?
1
Did you use any existing assets? If so, list them below.
Hero Knight (Unity Asset store), Bringer of Death (Unity Asset store), Fantasy Wooden GUI: Free (Unity Asset store), Classic footstep SFX (Unity Asset store), Bandits - Pixel Art (Unity Asset store), Oakwoods (brullov.itch.io), MedievalCastle (brullov.itch.io), music from Pixabay, Sound effects from FreeSound
Comments
Very mysterious and interesting vibe. The music and dialogue had me thinking of games like Hollow Knight and Dark Souls. Also, beautiful music selection, the animations flow well, although the controls could be a little bit less floaty.
Overall, I like the theme and vibe you were pulling off for this one.
Very moody and interesting looking world. While the game was quite small, I could tell that you put a lot of thought into it. That fight was such a tease, I wanted to fight even more.
One small quibble I had was that there was some sort of blur on the character when you move him around. For some reason it bothered my eyes a little bit, not sure why. Either way that was a tiny thing on an otherwise great presentation and set up for a potentially grander game!
I liked the art style a lot, this has potential to be a nice RPG :)
Just a quick question before I rate this game - there is only 1 enemy and after you switch at the second crystal you are stuck there because up top there is the end of the map and the house you cant enter and the door to the left is closed and the crystal gone right? or did I miss a part of the game?
Dont worry about it there are a lot of short games - check out mine it has only three short levels.
I like what you have done so far and the premise of the story is intriguing.
If you continue on it - for me the jump is a little too floaty and if you could add some feedback for the combat that would be really nice
Oh and the paralax is a bit much but others already told you
I really like the responsiveness of the controls and the art style used in this game they really stand out nice job D. Would you mind trying out my game and rating it according :).
What you've built is really great. What I so often find is that I spent 90% of my time on the game engine then the remainder building content. And it never feels like there's enough time. That said the atmosphere was spot-on. The mechanics are also great, loved the 3 hit combo you can perform.
The parallax is sweet, although a bit too fast moving (stuff in the background should move 'slower' than the foreground). How did you do it? I always struggle with parallax, although my games are usually top-down rather than side-on.
I did find myself wanting more so please continue with this one!
Thanks for playing! So the parallax will be toned down later today. The three part background was part of the one asset pack and I have a parallax script with a speed setting that I attach to each image with a different speed setting for each. The image, however, needs to be linked as a material because you adjust the offset to get the scrolling effect. The script isn't perfect because I still need to define a reference to the player object in the inspector, but I'll be looking to make that dependency smarter as I intend to be moving between scenes seemlessly eventually.
As for time spent on the engine, I completely identify with that. I have another project with so many systems designed and just no playable content. I've been taking drawing and modeling courses on the side so I can start creating original assets for it.
I was expecting more. The graphics is nice. It's funny to see the monster "break dance" when you stand right on top of him.
Nice work! Though it was short, it gave an impression of various game mechanics and set a tone and atmosphere that was interesting.
The first time through I jumped on top of the menacing looking figure and ran off behind them, they didn't seem to mind! I restarted and tried attacking them and naturally they attacked me back... so, actually, I think I might have been the villain.
There's some screen tearing between the background images if you move quickly and jump a lot. Assuming you used a tile map, you might be able to easily fix that with a sprite atlas.
Thank you for playing. Yes, used a tilemap for the first time actually, so I'll look into a sprite atlas. Thanks for the tip.
I mentioned this in another comment, but the enemy is optional. Once I can expand a bit, the consequence of not killing it is that the brother in the cave dies. So either way, you're the villain in someone's story
I love the aesthetic and music of the game, although maybe not the enemy one, it felt a bit out of place. The background felt a bit disorientating moving a bit too much, other than that I like it. Overall good job! :)
That's a lot of work for 10 days! A solid start for a nice game! Loved the adaptive music with the battle. Maybe you can add feedback for hitting the enemy. Anyway, nice done!
Good Stuff and I wish it was longer. I did encounter a slight glitch when moving up an incline but great looking and good music!
game looks really cool! the one thing that bothers me though is that it shows the mouse cursor
I'll check it now just to make sure he is still killable after the conversion, but just a little side note: The mob is optional to kill. When I expand the game the plan is that if you don't kill him he kills the brother in the caves later. Get some Miyazaki vibes in there.
Thanks for taking the time :)






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