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Desolation Brew's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability | #258 | 4.000 | 4.000 |
Artistic Style | #401 | 4.000 | 4.000 |
Cleverness | #755 | 3.000 | 3.000 |
Theme | #1934 | 1.000 | 1.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- I love the setting of this game, and the characters look really nice, but in the short time I had to play it, it felt kind of lacking, more like a story being told than an experience being played. Due to this, there were no mechanical aspects of alchemy or shadows that I saw, so it recieved low scores there, however I enjoyed my time with it and recommend expanding on it in the future!
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!
Standard AWSD to move, E to interact (when prompted), Shift to sprint (toggle). The mechanics involve moving around a big laboratory, where curiosity is rewarded with important story bits. Some enemies, although, they are not an important aspect of the game. There is also dialogue, which also ties heavily into the story. It reveals many important parts of the present and the past of the world that Desolation Brew is set in.
Extra Notes
Thanks for the opportunity. I had lots of fun.
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Comments
I was told that I should've provided a link to my GDD instead of it just being a downloadable file so here it is: https://docs.google.com/document/d/1zrmnTBfe1hGzCFntkJTBpTacMtJ2QLCmoOSzZxAMK2M/...
Thank you so much everyone for the feedback.
The lack of gameplay and a way to fight back is in fact due to the time restraint, just didn't have enough time to learn how to do all that and implement it in a timely manner that would also have these systems feel responsive and fleshed out.
Good narrative and story aspect, and the environment reflects that well.
I suppose it would be better if the enemies have something like line of sight, to make the game truly a stealth game.
Btw I think I need to add that the tileset and characters were made by Pupkin, here is the page https://trevor-pupkin.itch.io/tech-dungeon-roguelite
Thanks.
I credited Trevor Pupkin along with everyone else in the Credits, but it's nice to have them in here in the comments too :)
I feel I may be in a similar position to smukli. There was a LOT of intro and early exposition which I wasn't yet invested enough in to care so kinda lost me a little.
It's a very pretty game, the pixel art has a cool style and your tileset is gorgeous. The areas feel VERY open and wide which is an interesting choice in a stealth game where I'd expect things to be enclosed, claustrophobic and tight.
The music is a vibe, enjoyed that.
A game with a lot of potential although not particularly my jam.
I may not be the target audience. I skip literally basically every "read-this-lore-box to know about the world or this character", and most of the cutscenes in every game I play.
I tried to read most of your lore tho! (sorry, still skipped some, not sorry ;)
... But heres what I feel:
-suuper cute pixel art, outlines on characters make everything clear as day
-movement good, toggle to run extra good (why do i have stamina!? just let me run forever and walk when i want to. Or make the stamina bar fill up in seconds, maybe after a short initial delay after I stop using stamina)
-those ceiling-fan-shadows are dope! I want more of that and make them BIGGERR! (And then maybe spin real slow if they are really big)
-unplayable area vs gameplay-rooms, maybe just flat-black for background instead of floor tiles
After the beginning i got left in the big main-research-area where dudes and droids kept shooting at me. I didn't have a way to fight back and I couldn't find much to do there. Felt like you ran out of time there or I missed a weapon or something before so I quit there.
Overall, I enjoyed it a lot. Colors, characters, environment objects looked excellent and fitted together well. The look reminds me of Super Time Force Ultra. A fun shooter with a twist and some nice, crisp, vibrantly vivid pixel art! Check that out if you havent!
The visuals and pixel art look really well made.
There doesn't seem to be much in regards of gameplay though.
Additionally, you probably should not rotate the pixel art when placing it, as it looks kinda weird. You can see this clearly at the Main research computer node, where you used the same art but rotated.
The music fits the game's esthetic well and is kinda nice to listen to.
Overal, with a bit more gameplay, this could be a nice little pixel art game. Good job.
Thank you for the feedback.
I'll take the rotations into account for the future.
As for the gameplay, I didn't have enough time to really work on it as I spent a lot of time learning new concepts during the game jam.
Thanks again