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Scourge of The Demon Hunter Friends's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Feel | #420 | 2.041 | 2.500 |
Aesthetics | #448 | 2.041 | 2.500 |
Innovation | #527 | 1.633 | 2.000 |
Theme | #544 | 1.633 | 2.000 |
Overall | #560 | 1.633 | 2.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
The only controls in the game are for movement, which can be used to get around the playspace, dodge enemies, and attack enemies (move into them).
Throughout the game, the player is fading away, and killing an enemy fades the player back in. The fail state is if the player becomes completely invisible. So killing an enemy has a dual purpose, where the enemy can't bother the player anymore, and the player has slowed their own imminent doom. There's also a kill counter at the end, so killing an enemy adds to that fun stat.
The game ends when the player fades out completely, but they can also use the fading to their advantage. When the player is more transparent, the enemies can't see them. This allows the player to play stealthly if they want to. Basically they player can be action-packed or stealthy and calculated using the same controls and the same systems that are in place.
Also the alarm enemy says "I don't see that bloody demon" which works for the theme, because the demon is bloody and also the alarm enemy is frustrated and cursing. Miyamoto would be proud.
Third-party resources
Unity, Pro Tools, Photoshop
Sound effects were found on freesound.org and mixed and mashed in Pro Tools
Contributors
Game made by Scott Ethington
Design suggestions by Doug Kincaid, Gilly Thrall, Faith Velez, Keith Reed, Evan Tetrault
Sounds from freesound.org by CTCollab, nekoninja, jobro, davidou
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