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A jam submission

Misadventures of Sir Noob-A-LotView game page

SFASX: Games Programming
Submitted by The Geekiest One (@TheGeekiestOne) — 2 hours, 11 minutes before the deadline
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Misadventures of Sir Noob-A-Lot's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#263.1303.500
Features#282.6833.000
UI/UX#282.6833.000
Overall#302.7393.063
Creativity#352.4602.750

Ranked from 4 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.

  • This was good and something you should be proud of, just some general notes: 1. When you're ranking your to do list, prioritise your items. Focus on making a slice of the game that works and then add any extras on top of that. 2. Do some investigation into using Trigger collisions instead of colliders for Unity. I'd also recommend doing some general playing around with and learning more about the collision/physics system to avoid the issues you have with characters sliding when hit. 3. I like how you have a Ranged and Close attack, however there's no need for me to ever use my Close attack and risk dying. Think about adding ammo to force people to go near the enemy. 4. Look at adding more to your AI to make them smarter. A simple addition like attack the player when being attacked will add a lot to their intelligence. 5. Be careful about your environment placing with the camera angle you chose. There are certain areas which aren't visible because rocks or walls block the way. Think about fading out these elements if they're in the way. 6. An important element in games is balancing. Make sure you spend the time tweaking attacks and health to make the game feel right. Think also about adding difficulty options (Easy/Medium/Hard) as this will make your job balancing much easier! Like I said though, this was good and something you should be proud of.
  • A good start with the core gameplay loop. I found the game easy to get to grips with, though there was no in game tutorial or explanation of the mechanics outside of the supporting documentation, and I didn't encounter any blocking technical issues during my playthrough. I feel that the enemy AI is an area you could focus on to increase the fun factor and challenge of the game. I found that the most effective strategy was to stay outside of the aggro range of the enemies and just spam arrows, which the enemies did not react to, and whenever I accidentally got too close, I just backed away continually spamming arrows. Generally, a player would expect an enemy to react to a player attacking them, and it would make it less likely that the player 'cheeses' their way past the intended challenges. The enemies and player occupy the same world, and therefore the enemy could be made to be aware of what the player is aware of within the game world e.g. being able to use the environment as cover, coordinated attack patterns with multiple enemies etc. You have mentioned in your supporting documentation that you would like to introduce stats and recharge speeds for different weapons - perhaps you could combine this with a range of enemy AI attack patterns to make each weapon more situationally suitable. This will help to keep the player engaged in the game, as they have to remain alert, make decisions and strategise. Was it intentional that player arrows could intercept enemy projectiles? I don't mind it as a game mechanic, though I think at the moment it's a little too easy to do so, as the hitboxes for the enemy projectiles are quite large and the projectiles fairly slow moving. I'm not sure if the options menu was supposed to be accessible, but clicking it did nothing for me (the supporting documentation suggests that settings configuration was implemented). There were also a few graphical glitches and oddities, but nothing that actively got in the way of the gameplay or made the game in any way frustrating to play. Darren Ferrie Senior Programmer Supermassive Games
  • This is a really good effort. I couldn't figure out how to use any weapon other than the bow, so id suggest adding a 'how to' or a tutorial to the game. Id suggest rather than having the pickup/interact as text in the 3d world, instead render it 2d in screen space, as in some instances the text was rotated and wasn't clear to read it was interact (the chest on level 1 is a really good example of that). Following that id add a walking animation to 'sir noob-a-lot' so it looks better than him sliding around. Following that I think you have a good project you can send to potential employers.

Challenge Tier

Sumo Digital Rising Star

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