Insanely insanely impressive seeing how much you managed to put in, in 10 days. Really really cool you basically just recreated dark souls. I played it on stream with you, I wasn't able to get passed the first rat. I'm unsure if I was doing something wrong but the boss kept healing himself. I tried doing those ultimate abilities but I felt like I could never out damage the rat's healing. Really cool game none the less. really really impressive
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
Yeah i remember you! Haha im glad you came back to leave a feedback. Its fun to hear people trying the game and found challenging moments- thats kind of the purpose of making games like this.
Definitely not just an exploration game 🤪
Yeah the recovery happens after 10 seconds. So ideally you dont have to run away or boss will heal itself.
I really liked the concept. Visually, I liked the style. I'm somewhat bug-phobic and my ant movement made me a bit shuddery (I say that as a compliment). Audio was good too - complemented the game and not too distracting.
Game-play wise, it's not my preferred genre as I struggle with games that require skill and strategy for combat, especially switching between keys. My reaction times are terrible. That's not a criticism - I think it's good that you've made a game that involves thinking about what you're doing and not rushing in. I'm only mentioning this to explain that I don't have specific feedback on the actual combat mechanics as it's just not the kind of thing I'm knowledgeable about.
I enjoyed the game anyway and am impressed you came up with this in such a short time. Good job.
Thanks for that! I tried my best to animate the ant, im glad you liked the ant movements. Im not an animator expert but it happens that i grew up with a special love for ants. I find them very interesting. So i kind of knew intuitively how they move (and i could imagine how would they move if they had weapons haha)
Even though this is not your preferred gente - im glad you went ahead and try it.
Thanks for your feedback. Its much appreciated.
I must say, playing as an ANT and using weapons to beat up other creatures is kind of nice.
Cool game concept and good job so far!
I beat all 3 bosses. At first I used the katana, then swapped to try different weapons like the broadsword and ninja stars. It was fun! I love the perspective choice and the mushrooms is really cool effect. The "keep playing" feature saved me a few times, but that's ok. My main feedback points were I would struggle to find health pots like i was ina drought and then randomly get a flood back to back (this impacted me dying a lot or finding bosses too easy such as face punching them to death). I also kept clicking thinking my character would turn to attack where the direction of the cursor is but he would swing in front xD haha. My favourite aspect is for sure the mushroom trip and the leaves moving but was a great experience overall! Congrats on the game ^.^
"thinking my character would turn to attack where the direction of the cursor is but he would swing in front." Definitely will rstatiemember this! I thought it was fine to attack in front, but I guess it's more intuitive/safe to just attack where the mouse looks at. Thanks for sharing your feedback!
Yeah maybe drop % chance for potions is too low... or not "static" like always 25% or something.
Thanks for testing the weapons! I had fun designing them, and I'm glad you tried them all :)
Love jumping around with the spear. I found a small bug for you, if you die while holding Q for the magic attack then you will only perform magic attacks after respawning when clicking Left or Right on the mouse instead of normal attacks. It locks you out of normal attacks until you hold Q and click to use a magic attack like you were supposed to do originally.
Hmm! really? I guess setting "isSecondaryAttack" bool to False on respawn/death could help?
HMM I didn't think it would "stick" as I used "on hold Q = true" and "on release Q = false" so even if was "stuck on death" it should have released when using it again alive... weird... I'll have to test this and see what's up
Yeah lance is cool! I got the idea from Final Fantasy Tactics - the dragoon skill Jump. I assume you know that one :D
Felt Darkwood vibes the whole way through! I haven't managed to beat the game (got stomped by the rat and ladybug bosses, gotta git gud), but I enjoyed the graphics and the overall feeling of the game!
One suggestion I would give is that, since the player attacks using the mouse, the main character could attack in the direction the mouse is pointing.
Besides this, congratulations for accomplishing that much stuff in only 10 days!
Interesting idea! I didn’t make it very far, but I loved the visuals. Great work!
First of all it looks great, and the leaves moving with the player is such a nice touch. Incredible work for such a short time frame. Loved the dual wielding and all of the weapon effects. The spear jump attack was probably my favorite. I'm not sure about some of the controls though. If you're going to use mouse clicks for attack I think it's much more intuitive to have the player attack in direction of the mouse rather than the direction it was facing. Also I found the 'Q' button to be too close to tab and kept opening the menu in a fight. Since your thumb isn't doing anything I think spacebar might be a better choice? Still great work overall!
Hmmm you think so? I didnt like Q... I tried using ALT first but it gave me shortcut interference with unity editor and then used CTRL and had the same but with web browser at itch io (ctrl+r midgame is not fun haha)
So because of time.. set Q for that... Someone else suggested Q for LH, and E for RH side special attack. No clicks.
And what weapon did you mention? Because I set all skills to face where the mouse is... Instead of just attacking ahead (it was like this initially) and then transitioned to aim with mouse. Im glad you liked the jump attack <3 I took that idea inspired from Final Fantasy Tactics dragoon jump :)
Or did you mean EVERY attack to face the mouse? Hmm interesting. Didnt think about that. You believe that would have been a better way to aim primary attacks? I left that for skills only hmm
OH - and Space is for evasive movement :D
Ugh you're right can't believe I forgot space was dodge. I think 'E' is a better option than 'Q' it's easily accessible from 'WASD' and isn't close to anything else.
I did mean for every attack to face the mouse. When you use mouse buttons as controls it makes intuitive sense for the mouse position to be considered as part of the input and the behavior between normal and special attacks should be consistent. If you want to keep attacks relative to player facing it would make sense to abandon mouse attack altogether. At least that's my opinion but these aren't really the kind of games I make so don't feel the need to take me too seriously.
I've always meant to play Final Fantasy Tactics but never got around to it
The art is gorgeous and you really nailed it with the reactivity as the player bumps into the flowers and other elements from the scenery. The visuals when you interact with the mushrooms are nice, but sometimes they linger for quite a while. Is it a buffering effect? The longer you sit on them, the more the effect stacks?
Gameplay-wise, I liked the variety of weapons and all their different skills and characteristics. It's a bit hard/counter-intuitive having to activate their special attacks by holding Q and then clicking. Maybe you could have Q for the left hand and E for the right hand, that would make it better. The balancing and game-feel on attacks, be it from the player or the enemies, is a bit rough, but I think that's expected. It's hard coming up with these kinds of mechanics, they require a lot of time for polishing and that's not something we had in abundance, I would say.
When I first started the game I had it on my laptop's screen, and on it I ran into the game's screen getting cut off at the sides, so I couldn't read the instructions on the menu. I switched to my other screen and it looked right. My laptop's screen is 1920x1200, which isn't a common aspect ratio, so that is what may have caused the issue.
So, overall good experience with the game, I read you're just 3 months into game development, and that's already great work, you're really good at it.
EDIT: typos
Thanks buddy. We did our best in the time we had - and even so personally had combats with very dark bugs (coding errors) in the process.
Lots of experience gained in this. Never done something like it and im glad i had a great team to accomplish this outcome.
Thanks for trying it out and your helpful feedback.
Yeah we didnt have time to balance damages & hp... We did a rough model of it... So yeah. Lots of room to improve on that area. Not really sure how its properly done (especially without playtesters).
I usually find games easy. Im very good at playing (due my aspie syndrome?) so making it balanced for people not like me is very hard...
So any feedbacks on this - im open to learn.
Not sure about the shroom effect - I'll ask the team. Before it used to last very long (and didnt go away when dead). Now it seems short :P
Oh and about controls... I wanted Alt+click to be the shortcut. But had many issues in unity editor triggering other shortcuts midGame... Later one tried Ctrl+click and wasnt itch.io friendly (accidentally ctrl+R reloaded page i.e.)
So i went with Q - next to movements... But yeah I'm not fancy about it either.
A letter per hand? Hmm sounds more complictaed than it is - dont you think?
Thanks for your words. You're very kind. I can see a brilliant future developing games (for me and my partners). Im happy with the built game. Despite my ant-size short experience i was able to contribute and deliver.
(About the resolution... No idea how to test that on my end :/ guess that's what playtesters are for when real games are in the make)
About the Q and E thing, I meant it as just pressing those buttons to activate the skills, without requiring you to also click, like you'd have in some of those Hero Shooter games.
Like you pointed out, having playtesters is a must on more complex games like this one. Being able to see how the game is felt under different individuals eyes is a must for making out details you would never realize otherwise.

Did I win? I also found and defeated Duke Arachnos, but that didn't give any sort of game clearing message either.
You packed a lot of content into this! A lot of weapons and enemy types and special abilities. And intoxicating mushrooms, which I was definitely not expecting.
I'm sure there's a way to play the game well and strategically but I found mashing the attack button on bosses and avoiding all other fights was pretty effective. :)
Hahaha I heard someone beat the game without knowing there was such a thing as evasion, running or special attacks... Yeah, a bit of a tutorial start would have been a good idea for this game. We added a tooltip with controls afterward (and even so people dont read).
I wanted the game to be hard, my mates said that easy is fine... So I guess thats what occured. you can just run through and win the game without much effort or strategy :P
I made the weapons thinking of strategies - not just rush in, but also not being able to stand back forever.
We missed the balancing part of HP, damage and enemies in each map.
Like maybe trap the map until all enemies are killed. And yeah, clear victory after bosses is a nice suggestion. Thanks!
This was amazing, I tried to do the same mechanics but this is so clean and functional, amazing job in just 10 days. I'm a big fromsoft fan so this was intuitive. maybe go all the way, add a parry, flask upgrades bonefires etc. I love everything about this.
Hehe im glad you liked it. The idea started as simple combat between ants and spiders and mantis... And then came the lady bug, and dark souls / elder rings into it. And this came out. Thanks for your feedback. It was fun creating these game mechanics :)
It has potential to become a AAA game for sure :P but... You know... Stuff happens ;)
It was fun, but I should have read the instructions first. But it was pretty intuitive, didn't know about Q. Jumping out from areas I couldn't see seemed like a cheap shot, I died a lot, might have been just me as a player. Overall, fun game, great job!
Oh! So instructions are not clear? :\ we even added a hint at start to open inventory with TAB to see how to play... guess people dont read now at days... How else can we make sure people know how to play? and you said its intuitive... But other reviews didnt know such skills existed :P
Im glad you died a lot - thats sort of the essence here haha keep coming back!
I don't know about a tutorial, personally. I found it pretty intuitive. Although, i'd love to have a description or hard numbers on the weapons. I found the Big sword - with the spin attack - and the chakram-like one, with the thrown power - to be the best. and it was a lot of fun! I wish i could have transformed into the other bugs - especially the praying mantis - as i leveled. i got to level 40 and didn't notice any really difference in strength or anything?
Anyway - i LOVE this game. so much fun, and so visually pleasing.
Personally I dont like tutorials at the beginning... Discover & learn as i go... But not all players are into this. So we came out with the idea to put the controls in the inventory menu, and a hint in the first loading screen to open inventory. Maybe UI buttons indicating what's possible?
Hmm like weapon stats? When hovering on them... Or clicking on them... Showing the stats? True. That would have been a nice thing to see.
Im glad you liked those weapons! Those were among my favorite ones to make - specially the Shuriken. (I think we missed the opportunity to show the actual names of the weapons! Haha)
Initially we wanted to let players choose their character. Melee mantis, Ranged Spider, Hybrid Ant... But it was too much - so we stayed with ants and make all others the enemies.
Levels increased your HP, Energy & Potions capacity. This wasn't planned from start - it was more a feature that just happened on the go and a nice idea from our partner Simpan :) kudos to him
Thanks for your feedback!
I agree with Chuske that a tutorial in-game would be a good idea. I had trouble when it came to moving while point-blanking with the rats, and I couldn't get my attack left-click to work. but I did enjoy your idea!
Hmm! What do you mean by " moving while point-blanking" with the rats?
What made your left clicks not work? Im curious since I made the main character mechanics... I tested it maaaany times, but I wish I had more playtesters before due date to get this kind of information I may have not spotted on my own.
Thanks for your feedback!
So great. Like appart from some missing SFX sounds during the fights, it just is THAT good. Congrats on doing such a cool game in such a short time, I'm throughly impressed :o
Cool concept and really amazing how much immersive feel you got into this, such as the plants moving in a realistic way as you brush by them. The combat and the sprites are super lovely.
If you had more time, I think perhaps a bit more guidance/hints/signposting/tutorial on the early levels would really help to get players up to speed. This is especially important for a jam where players play a lot of games just for a short time in each game. It took me a minute or two to spot the route out of the first map. Could also introduce the mechanics a bit more gradually.
Unbelievable how much detail and immersive feel you got into a game in 10 days, what an amazing effort. You guys have real talent.
Thanks! I believe I speak for my time when I say this... None of us expected this result haha we had fun implementing stuff one after another without a solid plan from the beginning. So yeah each of us added to it love and passion and this occured.
Im glad you like it!
Im not sure about a tutorial.. but definitely more hints in the UI at least in the first map. So player knows the controls at least and what the ant is capable of. (Also, didnt think about this possibility of players rushing from game to game.... Wasnt expecting that).
Thanks for your feedbck! I also believe this game is much more than required for a jam haha after watching so many games I think we went miles ahead unnecessarily :P but hey! It was fun <3
Cool game, nice graphics! At the start I got attacked before I had a chance t pick up the weapons though! :)







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