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Whonghorn (Jam Edition)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #4 | 3.909 | 3.909 |
Overall | #6 | 3.727 | 3.727 |
Presentation | #13 | 3.818 | 3.818 |
Concept | #14 | 3.636 | 3.636 |
Enjoyment | #15 | 3.545 | 3.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Stagelily Studios (Just me!)
Software used
I used Unity, Photoshop, Audacity and Garageband (ugh, Apple) to make my game.
Cookies eaten
I think I ate a few! They were quite tasty, if I do say so myself.
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Comments
Neat little game, good job the procedural world! I found one room that had four chests and a heart, all defended by a single small dude, which was funny, feels bad that he was left to defend all the loot by himself. And was something supposed to happen after defeating the boss? I think I scoured all the rooms, let me know if I missed something.
Thanks! No, I didn't have time to make more bosses or anything really, so it just lets you keep going through the dungeon until you die, quit or regenerate the dungeon.
great job on this, i'd love to see more additions. thanks for stopping by the stream
Thank you so much for playing it on stream! The feedback was great and I'm working on some improvements right now.
this was really cool! I managed to break it somewhat i spawned in a room that wasnt connected to another so i had to restart it but its cool. Also every time i turned the music off and died it would turn it back on so that was slightly annoying
Thanks! Yeah, that bug was something I was going to look into, but instead decided to do more polish, and then forgot about. I'll be fixing it in the post-jam release, plus I'm thinking about fully fledging it out into a commercial game...who knows? Also, sorry about the music thing, I forgot to add in a key for that.
Maybe I should look into using Trello more :D ! (Basically a free website that you can plan out your game and other stuff on)
I like the aesthetics of this. Sword movement feels a bit weird; it seems like the sword wants to point into the same direction as the mouse, but it doesn't always quite work?
Thanks! Yeah I made the sword angled in Photoshop, so it never actually points exactly to the mouse, which kinda' sucks.
this was pretty fun! I like the style, and the fact that the sword straight up stabs whatever it touches made me laugh. nice job!
Thanks! The sword was really fun messing around with during development. Any ideas on ways I could improve the sword (Obviously the pointing issue)?
Well, a slashing mechanic would make things easier on the player! maybe by clicking or holding the mouse / action button you could do a spin? you should check out how these kind of games handle melee weapons and take some inspiration. I personally would have added a stab button, just for laughs.
Oh also, I would make the base axis of the sword be on the player, not to their right, cause that's a bit more intuitive in my opinion. the sword felt slightly unresponsive when trying to move from the left to the right and vice versa, so I would adjust the sensitivity on that.
that's what I could think off the top of my head. these are just suggestions, not criticism. so you should follow your gut. I recommend letting your friends/family check the game out and tell you if it was fun or not. non gamers give the best impressions cause they don't know what to expect, so if they find it fun most players would as well.
hope that helps! good luck :)
Thanks for the ideas! I think what I'll do is scrap the sword and instead add a pointer that rotates around the player to hit enemies with. An automated spin move would also probably work very nice as well. I'll have to update the game post-jam with some new mechanics and stuff. I might also try it with a controller and see how well that works.
For anyone wondering, I used Blackthornprod's random dungeon generation. Reminder that this only works with Unity and C#!
https://www.youtube.com/playlist?list=PLBIb_auVtBwA-qr2-WnWX0LjZXkqKu5A (playlist)
I liked it! Cute graphics style, some nice easygoing music and sfx. The gameplay is fast, easy to pickup and fun. The only bit I struggled with at first was understanding where to go when I first spawned. I eventually worked out that the black squares where entrances to other rooms, but I guess because they blended in with the wall I missed them. Overall, really nice game with a simple but enjoyable concept!
Thanks! Yeah, the entrances were hard to get right because I forgot I could literally just open photoshop and rip out the doorway parts so that they were different sprites, then I'd be able to add/remove them at will.
Amazing game. I love the dungeon concept. My only complaint is there should be walking sounds. But that's just me.
Thanks! Walking sound effects and dust could've been added in, and probably would've made it more immersive and polished.
It was nice looking game with cute character. It would be perfect with some details and diversity on gameplay section.
Thanks! I definitely could have made the gameplay more diverse though (More room types, enemies and different weapons).
I think that diversity you mentioned is second step. I mean for first step It's better to add some enjoyable depth to character actions. For example holding weapon in front of character was very cool for me. Adding some reaction or cool stuff or some physics or magics for that holding weapon action , will make that great.
Really awesome looking game, such a great concept, I can't believe you managed to do such a great work in 3 days.
Thanks! It definitely wasn't an easy undertaking, but something that really helped was the random generation. It was so easy to implement, and took out the need for making multiple different maps from scratch.
very nice drawing and presentation. it 's look like a you tuber game. i was thinking it was him.
Yeah, it looks like Blackthorprods style.
I can't unsee it now
Nor' can I
haha unity go brrrrrr