It says it can't run because it couldn't find some files it needs. I reinstalled it several times and that didn't fix it.
Play game
Abyssonance - GDTV Jam 2024 version's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #486 | 2.261 | 2.261 |
Music | #542 | 2.435 | 2.435 |
Sound | #554 | 2.348 | 2.348 |
Aesthetics | #590 | 2.826 | 2.826 |
Mechanics | #616 | 2.391 | 2.391 |
Overall | #618 | 2.478 | 2.478 |
Fun | #631 | 2.435 | 2.435 |
Theme | #715 | 2.348 | 2.348 |
Ranked from 23 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 in total?
1
Did you use any existing assets? If so, list them below.
AI generated images, AI generated music(before remix)
Comments
Maybe your firewall or antivirus is too potent. Well the game made from Unreal Engine 4.27. As for my transparency, it should be clear enough that I have no hidden agenda. If you really want to play, maybe try using virtual machine without antivirus. Or if you're fine with not playing it, there is a gameplay video which I made already on the game page.
Well I won't claim to be the best here, but I sure know where I wanted my game to be. The final game might not be to your liking though, since it'd be a lot faster paced than this version. I think it's probably like at least 3x faster overall with more variety in playstyle. Though it's still in the planning phase, I think the jam version kinda represent a glimpse of my vision. You can read the postmortem for further detail. Make sure to follow my account for further update so you won't miss a chance to be amongst the first group of people to play my first commercial game.
Dat s rly good start point. Rly funny and challenging.
PS.: need song, now
edit: why ue4.7?
Some neat ideas and the music is catchy. :)
It's not immediately obvious that the health bars are also the indicator that the player has locked onto a target, and the very short range in which locking on is possible makes it more difficult to use. On the smaller enemies there's no motivation to use the gun when a few steps closer lets you hit them with the stronger mana blade. This is fine of course, if there are many enemies and some are better targets for a certain attack strategy. But since there are only these minor gun enemies before final boss it gives the player the impression that the gun has little to no worth and they're less likely to try it on the boss where it's necessary.
Speaking of the boss and talking more about that gun, it would be nice to keep the lock-on in place even when out of range, with some sort of indicator showing whether you're currently able to hit it or not. It can be as simple as changing the color of the health bar, or a target icon which is crossed out when you aren't in range.
About the target range. Well it's hard to change in this version because I made the tutorial dummies to be this way and it'd messed up if I made the range too high. Though mana blade is surely worth using, but you're at the higher risk when facing against the boss just to use it.
I'm still working on the next version. If you're interest you could read the postmortem.
Thanks for playing my game.
I just played your game, I liked it, it has good glowing graphics and variate enemies. the mechanics are good as well!
Good Work!
Controls are a bit unusual for a shooting game. but the visuals are awesome like art and lighting, it is great. Also I couldnt get to win, the boss always beat me.
It's NOT a shooting game. The boss is challenging even for me whom knew every nook and cranny of the game, though it's partly because the lack of dash ability, it's also because the over-tuned damage of the AoE skill.
Thank you for playing. If you wondered how would I further continued with the game, you can read the postmortem.
I think there's some good potential in here. The movement is a little funky. Mouse clicking of attacks was really clunky and unreliable, too. Half the time LMB wouldn't fire off. Seems like RMB was pressed, but then there was a delay between windup and then striking the enemy. But if I clicked RMB before the strike, it started all over again. The look to the character with the glow was a fun effect. Good work!
It's actually reliable and consistent. The mechanics bound with the animation itself, so if you're spamming too much it'll be cancelled. Though it's my false for not placing restrictions properly, but it's also opened for some funny exploitation which allowed higher dps than it's supposed to do.
Well I already have plans to update the game thanks for all the people trying out and given some feedbacks :D
Cool game, I gave my feedback while playing it on youtube you can check out but a lot of it was little things like more feedback to the player of what is happening but good job, I have never worked with Unreal but this looks like you put a lot of work in to it good job.
Really great atmosphere, Good tutorial(Maybe missing add lock-on distance explanation). The mechanics work great, the music is great and I loved seeing the boss move-set and finding the strategy to defeat him.
For improvement, I would say the controls felt pretty "clunky" and the spawn of the enemies in the last room made it so every time they spawn they would shoot at the same moment or spawn on the player etc.
I actually have a solution for the spawning problems including the ones you didn't mention. But I don't know how to deal with the "clunky" controls. Maybe it's because the animations are too slow, so it feels like some old RPG games out there. I actually feels the same if you're talking about this exact thing. I'd need to find a good way to find the right pace for the game. As for the target-lock distance....well I actually have no idea how to explain it. Maybe make indicator to show if the enemies are within the range, I think this should be good enough.
I couldn't figure out how to lock on to the boss. I can TAB to lock on enemies, but on on the boss. Am I missing something or was that on purpose?
It wasn't on purpose and it's working for me just fine. I just ran through the game once more and the only problem I got was my cursor didn't locked to the game client, so I lost focus from the game and my inputs wouldn't work. The most noticeable clue here is you won't hear any sound from the game once the focus lost.
Its a cool idea. The music is nice but a little bit too loud for me.
It would be cool to have an ability to dodge bullets or the bosses AOE attack.
Sorry for the length. I'm not good at level design yet, so this is the best I could offer right now. Also I kinda ran out of time before I could think of any idea to expand the level. That's why I used the remaining time to polish the current level instead and that's the result.
It'd be nice if you could point me out to learn more about level design. It's rather hard to find a good one when the internet is saturated with a bunch of contents like this. I mean I tried to find something, but they're mostly just generic how-to which I kinda knew them.
Well maybe I still don't really understand the philosophy behind it, but I do know the how-to stuffs since I researched them extensively.
Very cool atmosphere for this one. Excellent music choice as well! Nice work!
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