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A jam submission

Magna OperaView game page

Submitted by jsynk — 1 hour, 16 minutes before the deadline
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Magna Opera's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#2334.0004.000
Cleverness#7553.0003.000
Playability#8043.0003.000
Artistic Style#8933.5003.500

Ranked from 2 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.

  • There's no feedback to hitting an enemy. The alchemist NPC that you can swing at doesn't move, but I can push him around. I got lost after killing the NPCs. There was nothing really guiding you to the next spot. I had to be told to swing at the gates. It just wasn't intuitive enough for my caveman brain. After that, I ran to the end. The cutscenes were really cool, but the intro ended abruptly and didn't move you into gameplay. I did like the character designs. They were really well done! The music was good too.
  • I love the idea of this game! It has a great foundation, but I think the game feel incomplete. Perhaps you set yourself too big of a task for the 2 week time period. Constructive Critiscm: Add a tutorial for how to play the game with prompts in game Add feedback to the combat animation Add a health bar Add interactions with the other characters in game
  • I can absolutely see the vision for this game you were trying to make, however the execution was very incomplete. It feels as if there was a LOT you were trying to do but you just didn't have enough time to do it all. Like I would have never realized that there were shadows OR alchemy involved if not for that (admittedly very nice) cutscene. Also I had zero Idea that I was at the end of the game because there was no instruction or build up throughout. I just had to stumble through blindly until I realized the NPCs could not be interacted with and you just had to walk to the end while swinging a flail at cosmetically different but mechanically identical enemies, until I accidentally stumbled into the tent at the end and triggered the cutscene. I would say that for future game jams, keep your scope WAY smaller and focus on doing less very well. Save these bigger more complicated projects for when you have time, and your vision will shine through instead of seeming incomplete! Keep making games, you guys have a lot of potential

Did you include your Game Design Document as a Google Drive link?
Yes

Seriously... did you include your Game Design Document?
Yes

Is your game set to Public so we can see it?
Yes

Tell us about your game!
Story: A low ranking alchemist, part of a group that started “the darkening”, seeks out high ranking survivors throughout the land.

Gameplay: revolves around fighting various enemies as you traverse the level. In order to beat the game, you need to defeat the final boss at the end.

Extra Notes
3D game with physics made made using raw html/css/js. O.O

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Comments

Submitted

Good work! I had some issues during the game though: the attack animations were very long and incredibly slow, so I decided not to attack anything, and it was perfectly possible to just walk through the level. There's an NPC in the level that is just kinda there, and doesn't seem to have any purpose. There's a bridge you cant't walk on, so you walk through the river instead. The level selection screen is actually just two cutscenes and one level, so I was pretty confused when I tried to start the "ice level" after playing the "intro level". 

Developer

Yes, I know. Pretty hilarious you already found out one can just pass through. Gate opening was done on the last couple hours...
But yeah the animations are mixamo 3d mocaps. irl movement is slow for combat. It was my first time doing such a game so I was just learning most stuff. The NPC was supposed to have voice lines but I got the voice lines last day. Too little time to implement. The menu was more like developer debug menu to enter the scene fast. It probably should just have been a new game menu in the end. But I am glad I learned a lot and I am implementing a better combat system now faster animation, dodge mechanics etc.