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Umbradance's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cleverness | #282 | 4.000 | 4.000 |
Artistic Style | #328 | 4.500 | 4.500 |
Theme | #653 | 3.000 | 3.000 |
Playability | #804 | 3.000 | 3.000 |
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.
- I didn't think there was a relation to alchemy as per the guidelines to this jam. The movement felt very clunky combined with crazy sensitivity controls. I had it on 1 notch above 0 and it was hyper fast, and on 0 it was super slow. Which lead to a headache just to get use to moving around.
- The game didn't load in the world for me at all, but I like the combat and the idea of the game, sound design is very fitting and the UI elements fit well. I would like to see more alchemy into play, otherwise I can't rate it full points, it's missing just a little The screen shake effect is a little too much and if the game is played full screen, it's very disorientating. When you are in the shadow realm, it would make sense to be able to see the living things more clearly, so being able to see them through walls, having them outlined would benefit the feeling of the game and stalking prey. Thank you for your hard work, keep it up!
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!
Game goal:
Survive for as long as you can manage, scoring as many kills as you can muster; then do it all over again!
If you manage to Kick an enemy INTO A SHADOW on the wall - they will be transmuted into a health potion. High risk, high reward play.
Controls:
[WASD] + [mouselook]: standard
[LMB]: melee attack
[RMB]/[F]: kick
[R]: force respawn, if you're somehow stuck
[Spacebar]: Shadowleap mechanic. When you see a purple or pink shadow in the center of your screen and press [Spacebar], you will jump through that shadow either to Shadow Realm or back to the real world, allowing you to bamboozle AI enemies
[LeftShift] + [A]/[D]: dash. It's pretty anemic, I know -_-
Quirks:
For some reason Unity refuses to recognize the first [Escape] key press; to get into the pause menu please press [Escape] twice
Extra Notes
The "lag" when hitting the enemy is an experimental mechanic - slowing down time to a crawl to sync up release with the next music beat
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Comments
I dig the concept! It was fun moving around and felt pretty flavorful!
I did unfortunately find myself breaking the game quite a few times, such as by shifting into the shadow realm after I had died which put the game into a bit of a fugue state until I refreshed! Also, the game did not load any of the wall textures (as well as a multitude of other issues) in Firefox for me, but worked perfectly in Chrome. I wasn’t sure what the numbers when dealing damage or dying represented, as I assumed them to mark kills but they didn’t seem to add up well to that. And I can’t say I was too fond of the experimental mechanic. I get the vibe of wanting the action to sync up with the music, but because strikes seemed so plentiful, nothing else really sync’d up with the music, and the beats to sync to seemed to sparse, I felt that it broke the pace of the game more than it kept it in sync.
But when the game worked, it was a lot of fun! I’d have to experiment more with the shadow shift mechanic to avoid careening off to Neverland, but I was able to flow well through it, movement felt like a blast, and the aesthetics and visuals were on point! Overall, despite it being a little rough around the edges, I had a lot of fun with it, and I think the game has some really good potential! Great job!
Very well optimised for a html5 game.
amazing art/design
Interesting, idea reminded me of a version of superhot, when slashing and killing the guards. (idk same level of satisfaction)
Felt when entering the "shadow" can be a bit disorientating at times, but hey. that may be on me.
good work guys!
Thank you for playing and providing feedback! The disorienting effect of going through the shadows is definitely not on you - jam time constraints didn't allow for enough polish on the mechanic, and while it works reasonably well in some cases, in others the way the character re-orients themselves after transgressing is unintuitive, my bad ^^'
Shadow jumping is a really cool idea! I often end up falling off the map when I do though. Would love to see this expanded on!
Thanks for playing and leaving feedback! I am considering making a post-jam version, would it be alright if I pinged/messaged you with news about that?
Sure thing! Good luck if you continue work on this!
Love the idea of jumping to the shadow realm and stalking my prey!
Okay this is just really bloody cool. Falling through shadows and then jumping back to reality and slicing up a guard or kicking them into a wall? 10/10.
Mechanics and ideas are fantastic and the toon-like style is really cool. I just wish it was easier to navigate the shadow world as it's hard to see enemies when inside it.
The controls get kinda janky sometimes and kicking seems to only work sometimes. I'm not sure I could ever pick up a health potion as they just seemed to get stuck there? Honestly though I was too busy being a bad*** shadow ninja to really notice most of the time.
Really fun game!
Thank you for playing! I appreciate the encouraging feedback, makes me think I should do a post-jam version of this and maybe brave putting it on a store :) The critique about the health potion and kicks only working sometimes is absolutely fair, I was very pressed for time when implementing these and went with the quickest and dirtiest of solutions ^^'
Fun "Run and wack" game, I enjoyed dodging in and out of the shadow world. The game is buggy and a little jank at times but it didn't stop me from enjoying it! Cool idea overall
Thank you for taking the time to play it on the stream! Appreciate you highlighting some of the issues :)