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Purpose of the unholy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #5242 | 1.856 | 2.625 |
Creativity | #5565 | 2.033 | 2.875 |
Overall | #5626 | 1.886 | 2.667 |
Presentation | #5782 | 1.768 | 2.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You are a minion protecting Dungeon
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Everyone, version 2 is playable FYI.
I was able to kill 3 trespassers. One got away. Then there were still 2 listed that I couldn't find anywhere on the map. Still, fun concept, as others have said. Will you be cleaning it up after the jam?
Thank you for playing and nice comment, gave some energy after disappointment of not getting actual playable version out.
I actually uploaded v1.0 that has some animations, actual graphics and bugfixes, if you'd like to see what sort of game I had in mind. Thinking if the idea has merit, as I really liked the consept and been thinking where I would take it if developed further. (Actual storyline that would include decaying surroundings as skeleton guards the dungeon for decades and decades.)
I also couldn't get past the title screen, didn't give bad marks still. I see the potential in what you wrote below
Thank you for nice comment, even though I'm quite embarrased that I couldn't get actual playable version made in gamejams timelimit.
If you'd like to see what kind of idea was supposed to be, I uploaded v1.0 which has more graphics, and a lot of bug fixes. Just interested if the idea has any merit to it, cause I had some ideas how to develop it further and I like the base idea.
Really nice title screen. Unfortunately I could not figure out how to actually play the game, only control that seemed to work was spacebar and I was unable to intuit what it did.
Edit: read the creator's post to avoid the confusion I had
Thank you for commenting, sorry that version you played was somewhat impossible to understand. Started making the mechanics, but left tutorials and visuals (wich were really important to get the idea) last and when something went wrong, didn't have time to add them.
If you'd like to see what kind of idea was supposed to be, I uploaded v1.0 which has more graphics, and you should be able to finish it. Just interested if the idea has any merit to it, cause I had some ideas how to develop it further and I like the base idea.
v0.1 and 0.2 were done withing the time limit of GameJam. Animator proved some difficulties, so sadly I couldn't add my animations. and camera had some challenges so camera was quite close. Trying to add sprites, animations and sound shortly.
This ended up being crude, small and simple prototype for simple AI model, where enemies look around, trying to find treasure, breaking open containers and stealing Rubies.
Idea is that adventurers go around gathering treasure and you lie still in wait, pressing Space to rise up. You don't die, but you lose your unholy energy when moving or when hit and have to wait to rise up again, watching helplessly while they steal artifacts, waiting to gather more energy to attack them.
I wanted to reverse the idea that you want to loot dungeon and so you can't loot treasure yourself. Also the adventuring and moving forward to different places was reversed in that you stay in same place, trying to preserve it. I had vision of Link shattering pots to get Rubies, and wanted that to be bad thing to you.