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A jam submission

Angel of Death DEMOView game page

Walking sim horror game about the 10 plagues of egypt
Submitted by p4songer — 20 hours, 12 minutes before the deadline
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Angel of Death DEMO's itch.io page

Results

CriteriaRankScore*Raw Score
Does the improvement move game in the right direction#15.0005.000
How creative was the improvement#15.0005.000
Was the improvement accomplished#44.0004.000
How sufficient was the improvement#44.3334.333
Was the improvement free from bugs#53.6673.667
Overall#54.4004.400

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Describe the improvement that you have been working for this jam
https://discord.com/channels/1364927857138335765/1396620464444539013/1396623500323586069

Describe your game in one sentence
A walking sim horror game about the 10 plagues of Egypt

What feedback are you looking for
At this point, mostly looking for bugs that would affect major functionality. For example, a known bug happens when you select one idol and then select a different idol. The first idol will still exist despite being invisible.

I'm also looking for any plagues that don't work. The effect should be obvious for most of them, so if there's a plague that doesn't seem to have an effect, that's an issue.

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Comments

Submitted(+1)

Hey man, I just tried out your game and I must say, you have a really cool concept in hands. I don’t have much to say about it since all the bug reports I planned on doing were already found (looks like the others beat me to it), but it really brought back the vibes I got from The Egyptian by Mika Waltari — that divine unluckiness, ancient mysticism kind of feel. I loved that, and your game nails it.

The only things that were a bit frustrating during my playthrough were that the dialog is in world instead of screen space, so you have to be in front of people to talk to them. Otherwise the text clips into the capsules and you can’t read much.

Another thing - it caught me off guard : is that when the game gets dark, it gets REALLY dark. Like I almost couldn't see anything. It was almost pitch black inside the house, I even fought the game froze for at least 15 seconds lol.

And the last one is that there wasn’t - or at least didn’t find it - a way to access the settings menu after starting the game. I know it’s still very early but being able to tweak things mid-game would definitely help down the line.

— btw the movement feels great, especially the jump and landing animations. Extremely smooth and satisfying.

Overall, I’m really excited to see how this prototype will evolve - I hope - into a finished game. I subscribed so I’ll be following along at future updates.

Best of luck on your development journey — I’m rooting for you!

Developer(+1)

Thanks for the feedback! Good to know about the darkness, I'll be sure to put a slider menu for gamma or something (which will also become a pause menu lol.) 

That bit about dialogue in world space is a good note too. I plan on having those as subtitles with animated scenes, but obviously not there yet. I can start that transition sooner though since dialogue feedback is going to be important soon, which means I need to make it readable lol. 

Thanks for playing! I love your note about the Egyptian since that was a piece I used for research. Glad the vibe is coming through! 

Submitted(+1)

No waaaaaay!!! Must be one of the reasons you're nailing it, I just love this saga. There's something about it that makes it really special, I could never put my finger on what but it's one of my favourite books of all time. It's a shame it didn't go for longer than two volumes.

HostSubmitted(+2)

It looks cozy actually :)

I think the arrow that shows the quest could be improved - you can even remove it when you are close to the quest. Because for example I was trying to look where the arrow points but it points up and down depending on where you are looking at when  already near the quest. I think its better without the arrow in close proximity to the quest item, so the player can focus on finding the quest item and interact with that instead of following the arrow (the arrow mechanics is awesome all in all btw, just near the quest item its a bit confusing)

Another thing I just noticed as it was mentioned below - "chop the wood" doesn't disappear from the quest log when it's done. regardless of in which order you approach this task.

One more thingy - not sure if that's a bug or by design, but I was running around from one task to another and when there is a camera view for the task with the animation but I am still running I can see myself running instead of the task animation...

I hope to see this game to be develop further in the next sprints :) looks really good! 

Developer(+2)

That's a great note about the arrow. I'll definitely add that to the list of things to upgrade. And yes, I have cursed myself with a game that needs content, so the environmental animations will be fixed eventually lol.

Submitted(+2)

Atmospheric concept (the association between idols/Egyptian gods and plauges make them especially creepy, and I liked the dialogue you were able to add apart from placeholders), also nice for me (very inexperienced gamer) to be mostly able to do the things; I was not able to get through all tasks because I could not find the livestock to bury/clean up when dead, so I was stuck on (I believe) the fifth day. Initially had trouble because I use a touch pad but borrowing a mouse and rereading instructions (hold down the p key) fixed this. Also noticed that the “chop wood” task did not clear from the checklist when I completed it on any of the days I got to, though once I did it I was able to go to the fire. Plagues all seem to do things so far, yay!

I share your excitement about seeing what this is like with assets, too.

Developer(+2)

Yes, I can't believe that I didn't consider that the plague of livestock (which kills the cow) would render that task unfinishable and softlock the game. Thanks for pointing that out. Thanks for playing! Assets and sound is definitely on my to-do list for next jam.