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A jam submission

Battle in CemeteryView game page

Defeat your doppelganger using a shovel
Submitted by ヾ(^-^)ノ (@dr_sensor) — 19 hours, 41 minutes before the deadline
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Battle in Cemetery's itch.io page

Results

CriteriaRankScore*Raw Score
Creative use of art assets#3682.8693.429
Overall#5852.1912.619
Engagement#5862.1512.571
Overall polish#6561.5541.857

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Interesting concept and great audio, but I felt like I was hitting the enemy and not dealing damage. I see other have mentioned it too, but in Godot when you import, there's a "Filter" option you can turn off, then it will be pixel perfect!

Well done!

Submitted

Fun concept. I think the sound effects worked really well, they gave good feedback to what was happening. I couldn't quite tell what was happening visually sometimes though, the car flipping and changing sprites threw me off.

Developer

Finally, someone saying it 😆

Actually, I want to make the car sprite animation like in doom but I guess that’s impossible with only 3 sprites while the car itself can flip and fly around when crashing. Ah yes, I’m following this tutorial for sprite changing that depend on camera perspective.

Maybe I should do it like this:

  • Only use 2 sprites, front and back
  • BILLBOARD_Y_AXIS when in the ground
  • BILLBOARD_ENABLED when in the air
Submitted(+1)

I could see this working with a bit more polish but at the moment it feels incredibly clunky and awkward. The Camera acts weird if the enemy gets near, i seem to clip into the ground as well if i turn to much and i don't know if that's a feature or a bug.

With the Sprites, I think you have the import settings to the standard instead of 2D pixel.  If this is the case read https://docs.godotengine.org/en/stable/getting_started/workflow/assets/importing_images.html

and where it says Preset..., choose 2D pixel and reimport

Creative idea though.

Developer

Ah, I didn’t touch the import settings. Thanks for pointing that out! It’s the first time I deal with pixel art and sprites.

About the camera, would you share a screenshot on when it clipped to the ground?

It’s weird if it can clip to the ground since I’m using SpringArm and kill the XZ rotation of the following anchor target.

Submitted

The camera didn't clip into ground, it was more so the sprite. The Camera just seemed to occasionally lose focus from my car.

Developer (1 edit)

About lose focus, did you mean:

  • the camera gets too far from the car, or

  • the camera gets too close to the point that the car is clipped?? (worse if the player can’t see the car at all)

Ah yes, just for info, the camera will switch perspective to the enemy point of view if the enemy is about to ram you.

Submitted

Creative idea but it felt very glitchy, it was very unclear when I was taking damage, and I feel that I hit the enemy a couple times and he took no damage. Definitely the most original gameplay idea I've seen so far with these assets. Also, if you used unity and you don't want the pixel art to be blurry you should set the texture's filter mode the point and not bilinear in the texture settings. Not sure if that was intentional or not.

Developer

Hmm, maybe I set the threshold too high. It will apply the damage if one of the collider linear_velocity or angular_velocity reaches a certain threshold.

I’m using godot. I think I see a checkbox called °filter unchecked in the atlas resource section. Maybe that’s what you mean. Anyway, thanks a lot for the suggestion! I will try it asap