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|UI & UX; visual design, clarity & ease of use, guidance, accessibility support||#5||2.750||2.750|
|Gameplay; core mechanics, objectives, balancing, progression||#6||2.750||2.750|
|Features; gameplay enhancements, integrated systems||#7||2.750||2.750|
|Creativity; innovation & originality across design, concept & execution||#10||2.750||2.750|
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous and shown in a random order.
Interesting idea/concept. There isn't much going on here though apart from a hit mechanic. There is no onboarding, and the collisions are not quite there yet. It is very difficult to understand if the player is on the same line as the enemies, and it is difficult to understand how to choose an item in the inventory (tried mouse click). Also there is no ingame menu and the UI needs more work.
Onboarding is key as well as introducing some level of gamification to keep players engaged.
Hello, I am a judge for the games submitted to the jam but I found files unavailable for this game, however a video file was submitted so from this I can make a brief conclusion to the game you had planned for development.
It is like a retro style arcade game with basic pixelated graphics which looks good, the UI as well appears to fit the style of the game, the music I quite like too. If you still plan to submit a file before the deadline is fully up I will adjust my feedback.
- This is clearly a uni, project and not built from the starting project
- title screen made sense
- started the game
- trying out the different attacks.
- ranged attack doesnt work.
- melee doesn't feel great. interesting combo animation system tho. wonder how scalable that is?
- can move character with feet planted.
- Made it to level 5... seems pretty repetitive so far.
- Cant access the inventory.
- Cool looking concept but need to practice execution.
- Seems quite ambitious. Need a lot of content to make this kind of thing work. Lots of draw backs to making something ambitious. in jams you will only be judged on what is delivered. Need to focus on a fully playable game loop that is fun. not just a combat demo.
- Focus on gameplay and finding the fun, then worry about resources and optimisation. Once you have the fun, and then a complete experience, then optimisation is easy and fun. unity has a great profiler, just don't worry about it until you have something to worry about.
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