I also included your game in an article of my favorites from this jam, which you can read here!
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Demon's Hymn's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #3 | 4.792 | 4.792 |
Overall | #5 | 4.458 | 4.458 |
Authenticity (Use of 64x64 limit) | #8 | 4.875 | 4.875 |
Audio | #8 | 4.292 | 4.292 |
Enjoyment | #27 | 3.875 | 3.875 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Whoa, very cool game! Loved the animation on the player character. Very smooth and expressive for such a small sprite. The blood splatter was good and I liked that it wasn't the same every time, it actually reacted to directions. Dynamic stuff is always great. The dash charge was satisfying, but is it possible to do it in mid air? How do you get over the big spike pit? Anyway, great controls (aside from dashing), art and music.
Well done!
Wow, 5 minutes before the deadline. That is extreme!Love the way your character looks, is a bit similar to mine.
Really nice game! One of the best I've played so far! It's hard in the beginning, but you can the hang of it really quickly. Congrats!
If you have the time, take a look at my entry.
Cheers.
Congrats!! This is a top game, Love the theme and the created atmosphere.
Great for speed running.
I accidentally jumped, while speed wall dashing trough the none existing roof and ended behind the map. :)
Keep up the great work!!
Unforgivingly hard, but very pretty! I agree that the controls, especially when wall-jumping, were a little difficult to get used to. Dash-attacking felt slick, though.
I really liked that first boss fight! But I had to stop after I died in the next room... no checkpoints. ;_;
Thank you! I'll have to add come key customization options. The A/S/C scheme is comfortable for me, but maybe a more traditional default scheme might be A/S/D or Z/X/C?
The blood effect isn't really complex, although this explanation might get a little technical. When you damage an enemy, it spawns some master particles that have a velocity corresponding to the direction the attack came from. These particles can bounce off the terrain a little, and they become more transparent over time. Each frame, each of those master particles spawns a blood particle at a random location within 4 pixels of the master particle. Blood particles inherit the master particle's color and transparency, but not its velocity. Instead, they simply fall downwards. Unlike master particles, when blood particles collide with terrain they stop moving. Additionally, the collision does not cause them to be pushed out of the terrain, allowing for a more spread-out blood effect as opposed to a flat effect sitting on top of the ground.
Hope that answers your question!
This game is amazing! The art and audio fit together perfectly and the overall style is delightful. My only recommendation would be adding alternate control schemes, as it was a little difficult to get used to.
Nice entry. Graphics and music sets up a nice Castlevania-like mood. NIce animations and effects. I also like how the camera was handled.
The player handling for wall jump was a bit hard and frustrating for me, but thats the only thing I could pick on.
Really awesome game. Couldn't put it down until I got to white wizard guy the second time and only reason I stopped was because there was a crazy camera bug that stopped me hehe.
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