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A jam submission

The Legend of ZullumView game page

Recovered media designed for the lost S.I.C.K. console.
Submitted by Night City®️ (@NightCityGames) — 6 hours, 6 minutes before the deadline
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The Legend of Zullum's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement#83.7333.733
Overall#103.7833.783
Sound#133.6003.600
SICKNESS#144.0004.000
Visuals#153.8003.800

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Beat it after a few tries, and really liked the aesthetic and music! Very reminiscent of the old 2D Zelda dungeons. I think it might be nice to have some more attack range or a little higher movement speed, but maybe that's just my own preferences leaking in. The purple enemies were a little challenging to deal with without using energy, and I feel like they were disproportionately challenging compared to all the other enemies that were generally not too much trouble to deal with. But between having such limited range and moving slowly, it was really difficult to close the distance and not take damage against the purple slimes

I did also get softlocked on my first attempt - in one of the rooms, a purple slime just left through the locked gate. Since I couldn't reach it to kill it, I couldn't leave the room and had to restart.

I only saw two items, the knives and the boomerang, and the knives seemed a lot more effective. The stun for the boomerang isn't bad, but it's hard to compete with the straight up damage of the knives. I also was unclear on how the upgrade that let you throw multiple knives worked? I took that a couple times in one playthrough but didn't really notice any difference in how I could use it.

Submitted(+1)

Beat on my 3rd try,  really solid experience. Love the vibe and overall style of the game; tile sets of the game really nail the zelda vibe, and you emulate the gameplay of those old games in a faithful way. I do feel like there are some balancing issues, like how the purple slimes do tend to be really hard to kill without having a longer range weapon, or push through the bullets to get close enough for a few swings. This in turn made the boomerang and knives the most popular weapons, but even then the knives felt like they were just more handy over the boomerang, since it dealt damage and could be tossed in all directions. The boomerangs range is also too small to start to make it worth it over the knives, but do like how it is more accurate. All in all I liked what I played and it did bring me back for a few tries

(+1)

definitely gonna have to return to this one, was having a lot of fun with it! I love how you can whack the bombs with the sword into enemies, it was so satisfying whenever i got that shot haha. Also the sound design's pretty interesting, the music combined with no sound effects gave it this really eerie feeling that i really liked. Would totally love to try an expanded version of it!

Submitted(+1)

these Ooze Goons cannot contain me forever

(which is to say you made a game with a compelling level of challenge)

Submitted

the music was probably my favorite part of this game, it was so chill and relaxing.

i also loved the player sprite animation, it felt really unique

other than that, i think adding some more levels and sfx would really go the extra mile to make this even better!

Developer(+1)

I always tell my students that if the feedback they get is, "there's not enough content", that's a good sign! 😜

Thanks for playing.

Submitted(+1)

This was fun! I was very bad at it, but I enjoyed all of my attempts.  I like that the different weapons really gave you different strategies to use.

Submitted(+1)

CONGLATURATION ! ! ! 


Beat the game on my 3rd run using the knives. (which I feel were easily the best of the three treasures). When you had been telling me about how much you had left to do, I was seriously expecting this to not be nearly as far along as it is! It's simple, short, and sweet. I feel like a little fine tuning could make this really shine! Making the attack range any longer would maybe make combat too easy, but maybe the option to hold your sword in front of you like LTTP would maybe a happy medium that would do wonders for game feel.  Beyond that, some SFX work would do wonders to add some punch to each action, but no doubt you already knew that. 


I've said it before, and I'll say it again, I'm impressed you managed to make something at all given how many hats you got on at any one time. Great work! 

(P.S... My system tried to flag the executable as a trojan, I was able to bypass it just fine but I figured i'd let you know.)

Developer(+1)

Wow I can't believe you beat it so soon. Thanks for letting me know about your build, I haven't really had time to systematically balance the game so that's helpful feedback for sure. Sorry about the trojan, maybe that's why the game got canceled? 😜