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A jam submission

A GRAVE DISTURBANCEView game page

Prepare to be gravely disturbed.
Submitted by The Digital Technologist (@TDTechnologist) — 9 minutes, 40 seconds before the deadline
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A GRAVE DISTURBANCE's itch.io page

Results

CriteriaRankScore*Raw Score
UI & UX#43.6673.667
Gameplay#73.6673.667
Overall#73.5833.583
Creativity#103.6673.667
Features#113.3333.333

Ranked from 3 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.

  • It's nice that there were different type of enemies. I liked that some tombs block your movement but not your bullets and others blocked both.

    Enemies seem to get stucked on graves pretty often.

    When you run out of ammo you can't really do anything other than run around waiting for ammo to fall from the sky. It would be more fun to have an infinite amount of basic ammo and have special ammo fall from the sky (like machine gun, grenade launcher, shotgun...) once you run out of special ammo you can still shoot regular ammo.

    For further development, you could improve the camera movement so it doesn't just move with the player. The camera should never you anything outside the level. For instance, if you go all the way to a corner of the level, three quarters of the screen are showing you nothing, so you have a lot of unused space.

    Bullets don't go were the mouse is pointing, I'm guessing it's because you're getting the direction vector from the center of the player, but the gun is on the side, so that creates an offset. That offset can get pretty big if the cursor is far from the character.

  • This is a nice game, fun to play and with a strong visual design. For the purposes of the competition the design leaves you a little bit cornered for where to develop further, you can implement more enemy types but players will on average only get so far before failing and so there is only so far you can go with that.

    There are some common early mistakes in here too, for example the blood splatter effect being attached to the Zombie and jumping around which is particularly noticeable on the larger zombies and the zombie's getting stuck behind the game stones which could be programmatically solved, solved using different collider shapes or by considering Unity's navmesh implementation for navigation.

    Bonus points for your UI all working fine at different aspect ratios!

  • Nice little game, simple, but well thought out with everything working smoothly. I did find a little bug, that when I played again the score did not reset. I also think the ammo pickup needs a bit of balancing - a few times I found myself out of bullets and just running round with more and more zombies spawning so that when I did find ammo I was just overwhelmed with numbers - maybe always spawn an ammo if you run out of bullets. The overall feel of the game was great though - the sounds, animated menu and so on were all good. I also think you made intelligent use of the original base project and 3rd party assets to pull the game together in the short time you had. Oh, and … nice name.

    Simon Tomlinson, independent consultant.

Challenge Tier

Sumo Digital Rising Star

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Comments

Submitted(+1)

Scored 855! Nice, polished game. I enjoyed it but it's a bit repetitive. After a while it just becomes "how fast can I press the button" and "Am I lucky enough to find an ammo pack"
Good job! :D