Great game, I really like the idea with this!
Play Dark Bugs
Dark Bugs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #49 | 4.254 | 4.254 |
Aesthetics | #54 | 4.179 | 4.179 |
Overall | #63 | 3.896 | 3.896 |
Story | #75 | 3.388 | 3.388 |
Mechanics | #128 | 3.463 | 3.463 |
Fun | #161 | 3.522 | 3.522 |
Sound | #190 | 3.239 | 3.239 |
Music | #196 | 3.403 | 3.403 |
Ranked from 67 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?
3
Did you use any existing assets? If so, list them below.
https://freesound.org/people/seanas80/sounds/91466/ https://freesound.org/people/duckduckpony/sounds/204028/ https://freesound.org/people/InspectorJ/sounds/394419/ https://sounddino.com/en/effects/spider/ https://freesound.org/people/dobroide/sounds/54745/ https://freesound.org/people/manda_g/sounds/54987/ https://freesound.org/people/digifishmusic/sounds/59451/ https://freesound.org/people/DrMinky/sounds/167074/ https://freesound.org/people/Department64/sounds/718790/
Comments
Really good work, so much attention to detail in everything. Well done this is a really polished game
Great result for a Jam game. Will be cool to have a target lock which is needed for a souls like
I really loved the visuals! However, the combat mechanics weren’t very clear to me. I had trouble gauging the range of both my attacks and the enemies’, which made it difficult to achieve the dance-like flow of combat seen in Souls games, which I assume was one of your goals.
Maybe it’s partly because I was dual-wielding a spear and a katana instead of using a heavy weapon (I just enjoy being fast, haha), but their attacks felt like they lacked impact.
That said, it’s a really great game overall. With a bit more polish, it could become something truly special. Cheers!
:)
Hey there thanks for your feedback!
Can you be more specific with "lacked impact"?
Do you mean bigger hit box, stronger knockback, higher damage?
I made the weapons for the ant, and we didnt get the time to balance things out - so I tried to set things the best I could (almost blindly) haha I tried to make the hitbox the same size / and lateral it's being used. So if right hand is used, it shouldnt attack enemies on the left of the ant - and so on. If it's big weapon, it hits slower but both sides.
Details that maybe not many people would notice :P
any feedback is appreciated!
Yes, I can :)
By "lacked impact," I meant I couldn't really tell where the hitboxes for the blades were. It felt like I had to guess where the hit detection would register. The enemies’ reactions to getting hit also didn’t feel very noticeable to me, though that might just be a personal thing.
Now that you've explained how the weapons are supposed to work, I think that's exactly it hahaha. For some reason, I was expecting the blades to hit more in front of me rather than to the sides. But even after I understood that, I still couldn’t clearly tell when the weapon would land a hit and when it wouldn’t. Maybe adding some kind of swing VFX or visual cue could help players better understand the attack’s damage area?
I think it might just be about how it's communicated to the player.
The visuals are really beautiful, and the combat feels very nice. Congratulations!
Oh so cool you streamed it. I saw your gameplay. Im sorry if controls were not clear from start.
We have seen many people not knowing the controls though we showed them in the itch page before playing/downloading...
And also in-game first loading scene a hint to open inventory with TAB to see how to play again.
But we discovered that people dont read :/
So things like weapons special attack were not used (currently Q+Click - used to be Alt+Click and had issues on unity editor ... Then Ctrl+Click and had issues with web version)
And also - never changed weapons. There's 8 in total. So if you ever feel to try it again - go ahead (i heard you say you wished for a way to swap weapons :P)
Thanks for playing it and enjoying the effects!
Nice game man, I liked the interactive enviorment. It was quite difficult tho
The game has a great atmospheric environment (nice 3D effect despite the top-down view), which contrasts with the character design. I like the dark mood of the game. In my opinion, the difficulty level is a bit excessive, but luckily you can continue after failing. While playing in the browser (using Opera), the game sometimes redirected me to a completely different page. This issue didn’t occur in the .exe version.
Wow! I really enjoyed the style of gameplay you’ve created here, everything feels great, and I’d love to see a finished product based on this project in the future, it’s very promising. For future development, it would be nice to include some cutscenes to add more about the story context, and perhaps a soundtrack that fits the mood a bit more. For example, I thought the rat boss music was really well done, but there was a long silence when it ended before it started again, and maybe it was a bit too loud compared to the rest of the game's music, but it's a good example of what fit the game :)
I'll try to explain it as best I can. I think the main theme is good on its own, but I feel like it's missing something. To me, it evokes the desolation of the protagonist being the only survivor of their anthill, but it could use a bit more drama to fully match that emotion. On the other hand, as I mentioned, the rat boss theme seems to capture those mixed feelings more effectively. I hope I’ve explained myself well!
The entrance to the next level is a bit hard to see. I don’t like the music, but it’s good there is some. Looks good on big screen, nice lore for the game theme.
In games lore means the narrative or backstory. Basically worldbuilding, story-rich elements, the premise of what’s going on in the game & who are the characters, why they are on the journey etc.
More ambient music, something that would be immersive for the setting. That music was a bit distracting and didn’t seem to be chosen specifically for the game, but like a random track.
For story-driven game, ambient soundtrack is easier to handle because it helps to explore the environment and can also be a tool to hint on upcoming battles/enemies.
Yea, a menu to turn on/off sounds and music are always a great thing to have in the games. Even if I like the soundtrack, it can get repetitive, if you play a MMO for example. ambient sounds like weather or environment (steps etc) are different and help to immerse into the gameplay.
It is my own preference, ambient music is just more neutral. It doesn’t sound like music in the traditional sense. Ambient is quite broad term, a lot of subgenres there.
I just feel that a small creature life game would benefit from natural sounds more, and battle music for boss fights on top of ambient soundtrack could be more impactful. The premise is serious (destruction of home), so perhaps even orchestral track would be more atmospheric (Hans Zimmer, E.S.Posthumus for example)
Great art work and amazing amount of content. Can't believe you got 2 bosses done in the time frame along with all the various combinations. Amazing job.
Wow, the amount of content in this for a 10 day game jam is just impressive, congrats to the entire team!
Really loved the different mechanics with the weapons and variety of enemies, it really had me hooked for a good while trying out the different combos I could use. I also appreciate the easy retry every time I would get owned, I am not a souls like fan and I don't think I would've had the skills to beat the game otherwise haha
Also, TWO bosses, not one but two. You guys are insane, a standing ovation from me, really great work!
Great take on the theme! It definitely feels like a souls-like game in a tiny world. It looks and feels great. Awesome job, everyone!
This reminded me of "Fighting Crab" haha! love the idea of small animals with big weapons! Great take on the theme! I like how the environment reacts to the character! Fun game!
Hey haha you tried it. Im glad you did. Its always a great idea to have unexpected things!
Like in your game the spiral stairs in the street lamp... That was ooof.
So here you have medieval weapons in primitive insects haha why not? Thats so cool about videogames. We are not attached by reality. Absolute freedom for creativity to fly.
Thanks for stopping by 🙏
This is literally Dark Souls, No way you made it in ten days, it's so polished, it looks awesome really great job!
Yep haha dont know the amount of total hours but i did had days with +10 hours in my pc on this. 4 in the morning, over 6 in the night. Aprox...
Every day haha and thats just me. Im sure my buddies did the same. Guess we really liked this idea. Do we did our best - this happened after you mix 3 hearts and 6 skilled hands 🤓
Didn't imagine I'd be playing Dark Souls: A bugs life. Really great game, I think this could a full game, though the combat could use a bit of polishing.
Yeee thanks for that comment. Definitely could be a full game for sure. Time was short so we couldnt really balance well the damage, hp, and that sort of things..
But yeah it came out better than expected.
Was a fun project to create. Dark Bugs indeed 😁 (and we left out lots of ideas for enemies and other player characters)
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