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A jam submission

Scurvy and MoreView game page

A third person ragdoll physics game with a last man standing gamemode
Submitted by Jehanzeb — 3 days, 9 hours before the deadline
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Scurvy and More's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation Quality#33.3753.375
Commercial Visability​#42.3752.375
Overall#52.5832.583
Technical Complexity​#62.0002.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • The video is a bit short and focuses too much on the main menu. I wanted to see more wacky ragdoll PvP. I think making the bottom half of the character rigid looks like a good idea. This means no work has to be done on trying to balance the ragdoll and deal with foot sliding or outright collapsing. The upperbody could have done with a bit more stiffness and only collapse under collisions, so it doesn't always look lop-sided.
  • A nice little game idea. Unfortunatley, I didn't have anyone to play with to get the fully experience but I can see what you're going for, and your instpirations of Gang Beasts and Humans Fall Flat are quite clear :) Although you downloaded the art pack - the art style actually quite suits a game that is trying to be so physically based, as you can hide some of the in-accuracies in physics behind blocky colours - letting you do a little bit more. I think the punching mechanic would be much more intereseting if the punch came from whatever position the character was. I felt it "snapped" to the punch animation a bit much, when the body is flopped over. Also, with the snappy animation, the punch became a bit of an exploit, as it was so direct. The UI is well presented and I quite like it's simplicity. Consider adding more fine-grained control to the graphics option screen and allowing graphics settings to be controlled when in-game. I really liked that you had music and sound effects in the game! I noticed that a few of your dev features were still present in the "Shipping" build of the game that you've posted. Be careful not to let Dev features leak out of your game into the builds you release to the public. We'd normally hide this functionality for shipping builds through #defines in code or flags in the data that say certain settings shouldn't exposed in different build configurations. The pad controls were good, but I found the mouse controls a little confusing - I was expecting a similar paradigm to the pad (controlling the character relative to the camera). I really liked that you kept a single camera viewpoint - I think that's where this sort of game is best played! :)
  • This is a simple game and works, there are some good uses of UE4 with physics. I noticed the attack animation for the player was driven by animation with no physics, having a physics-based attack as well would have been a nice touch. More feedback to the player when they land a hit on the player would be nice such as a particle effect. A tutorial would have been nice or some text on the itch.io page about what the controls are for keyboard and controller.
  • Thank you for providing a playable game with a pleasing art style. However it wasn't clear how to control the characters. I figured out player 1, but players 2-4 I couldn't get them to move. It wasn't clear how much of the functionality was provided out of the box by Unreal, and how much was built by yourself. It seemed like there was a lot of the former.
  • Seems quite unstable, especially the right click move.
  • The game feels too random, it needs technique to make it enjoyable. It is buggy, left with development hacks and can softlock. A quick info about the controls for multiple players could have been nice, if the game only works with controllers, the player shouldn't be able to select more players than control devices connected.
  • - Playable game - Felt like much of this is standard UE4 - Connected devices should determine available players. Shouldn't be able to start a >2 player game with only 2 devices connected - Unclear how to control the player, or connect and use multiple devices. Player 1 could be controlled by both pad and KBM, no clear controls for other players - Letter o removes all but a small amount of player's health, meaning you can kill yourself in a >2 player game and encounter a deadstate
  • Had issues with controls. I assumed 2 players meant 2 local player vs mode. Used arrows keys and WASD which only moved one player but also broke the movement for that one player. I think some less time spent on art and animation and more time spent on the gameplay itself would have made this much better and would've bought it close to games like Gang Beasts. Lots of potential though! Looks fantastic

Portfolio Website
https://jehanzebali8.wixsite.com/mysite

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