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Assassin In White's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #5 | 2.222 | 2.222 |
Most Creative | #5 | 3.167 | 3.167 |
Most Polished | #6 | 1.667 | 1.667 |
Most Fun | #6 | 1.833 | 1.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Using the gravity mechanic as a grappling hook or an alternative way to travel was really fun. I couldn't see how it could be used for combat yet, although I could see how I could jump down from a ceiling and kill someone. The fps controller needs a huge amount of polishing. That's going to take time to get right. The environment and models looked interesting.
Thank you for the feedback.
3D animation was a huge learning curve and I think I have got some hang of it now for the future. Animations and combat go hand in hand and I have quite a few ideas on how combat can work - think slicing through an enemy like a fatality as you fly past them or kicking them as you fly into them. A part of me is planning to make it third person to make it look more cooler or switch between the two modes depending on what's happening.
The gravitational ability also needs a lot of tuning and playing around to get it just right.
In the meantime though, there are three ways you can kill the enemy; sword, choke them when they are unaware and lash them to the ceiling or a wall and they will take fall damage for that.
Again, thanks for the feedback!
FlyingPigKnuckle here.
I found your game to be unfinished and a little buggy so being able to play this game was not quite there. There was a lack of lighting at the beginning of the stage so it was really difficult to navigate my way to where I am suppose to go. The grapple hook ability seems to be universally applied to all objects but that can be an issue because that allowed me to fly out of the game or fly towards an unreachable mountain. I can grapple to sides of the castle, but I could not fit inside the window. When I attack, I see my entire character's model attack rather than just the arms swinging. When I summon my sword, I see my entire character model making the sword. This is a first person perspective game and I should not be seeing my whole model's animation. The enemy AI is not finished. So after being a negative nancy, here are the positives.
I liked the wall walking mechanic and that can garner a lot of praise in the video game community given that, at least from my experience, I have never played or seen a game where such a feature was implemented.
I liked the animations when you summon the sword.
I hope to see more in a much polished build.
Thanks for the detailed review.
I agree that this is an unfinished game given the scope we were aiming for.
At the current stage, we didn't have an actual gameplay or story going on. This build mainly focuses on the level designs, early phase of lashing ability and early stage of AI. We still need to work on the actual gameplay, animations and tons of polishing.
I also realized that given the amount of stuff you can do can increase the learning curve and combining that with bugs can make it harder for a new person to quite get the grasp of all the mechanics. For that, we need an actual tutorial (thats what the first level was desinged for but we didn't implement it) along with ofcourse dealing with all the glitches.
The first level was intentionally dark to replicate a dark moonlit environment. But I guess I made it too dark and will fix it in the next build.
The
grapple hook(Lashing ability :) ) issue is something I need to address a lot more. Since that is one of the main mechanics in the game. I made sure to not be able to lash to the sky but I forgot that you can still walk off into the sky. I am working on that issue and hopefully will be able to fix that soon.The animations need a lot of work too and the model being visible is a very recent glitch that I noticed, will try to fix it too.
Again, thank you for the constructive criticism!