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A jam submission

UNNAMED HERO IN THE UNDERWORLDView game page

A 3D horror game with EGA graphics
Submitted by FredRichi — 3 days, 22 hours before the deadline
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UNNAMED HERO IN THE UNDERWORLD's itch.io page

Results

CriteriaRankScore*Raw Score
Grave-itas 🪦#24.6004.600
Tremor😬#34.3004.300
Overall#34.3404.340
Reason 🧠#64.3004.300
Rime❄️#94.3004.300
Pulse🫀#134.2004.200

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Just me =)

What was the origin story?
Yes =) It was my the old project inspired by Catacomb 3-D.

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Comments

Submitted(+1)

Love the visual and the audio elements!

Developer(+1)

Glad you like it =)

Submitted(+1)

Overall a great game based on a verified concept. Having a better starting weapon would greatly benefit it - one that you can base the whole gameplay one :)

Developer

Thank you! Yeah, a starting weapon not so very cool =)

Submitted(+1)

A great feel to go along with a great look ♥

Developer(+1)

Thank you for that =)

Submitted(+1)

Cool game. The art is really great, so is the music. 

I also liked the levels both in size and complexity.  They do feel different from each other, so they all have a distinct feeling. I'd probably be more likely to explore more of them if I had a map. Without I take the exit the moment I find it and don't continue through them.

I can see the camera-lean on strafing to cause a bit of nausea for me in longer play-sessions, so a toggle in the options would be appreciated for that. 

Developer

Thank you! I'm very glad you like it =)

Submitted(+1)

This was a fun retro shooter! Loved the EGA-style graphics, all the creature designs and environment art. I think it could be improved some, for starters it isn't very difficult. There were a lot of health pickups, most I did not need.

The issue is the AI. You have a lot of enemy variants, but beyond some having more damage than others, they're basically all the same -- beyond a couple that had projectiles, and 1 that was a stationary turret. I found them just too timid, making it easy to kill them. You need to make some more aggressive, like the tank ones. Others you need to make faster. Maybe consider adding monster closets -- if the engine will support it. The only real challenge was the final boss, but only because it had so much health and had 3 stages. Bit torn on the boss, as I personally don't like boss fights that drag on, but I think it would be fine to leave as is as long as you make the rest of the game more of a challenge. 

I also think that perhaps more weapons and pickups with various effects would be nice. Regardless I would first focus on the enemy AI design, and maybe add in a projectile effect for the player weapon as a bit more polish -- make it really feel like you are shooting energy bolts from your staff.

Overall this was a fun experience for someone who grew up playing these old shooters.

Developer

Wow, thanks a lot for such a nice comment! =) And thanks for advice. One weapon is because i wanted make something close to Catacomb 3D where is just one weapon.

I'll try my best in future games =)

Submitted(+1)

*Chef's kiss* 

Developer

Thanks =)

(+1)

10/10

Developer(+1)

Thank you =)