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A jam entry

DarkordiaView game page »

Submitted by AlexTVE | TVEGGames (@TVEGGames) with 15 hours, 4 minutes before the deadline

Results

CriteriaRankScore*Raw score
Sound#33.3333.333
Graphics#62.8332.833
Overall#62.6672.667
Theme#62.8332.833
Innovation#72.1672.167
Gameplay#92.1672.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(Edited 2 times)

The physics in this game are real wonky, and I don't envy the situation you're in with them as I've had endless trouble getting Unity's physic systems to work how I want them to. Whether using 3D (Havok) or 2D (Box2D) in Unity, getting them to work right is far more art-form then most programmers like to admit. There's a really great lecture on the finer aspects of managing either physics engine in Unity at https://www.gdcvault.com/play/1021921/Designing-with-Physics-Bend-the.

I've had limited success in 3D with forcing manual movement calculations into a Rigidbody.Moveposition() in a FixedUpdate() while having Rigidbody components with fricton-less physical materials and in worst case scenarios making their velocity Vector.zero every FixedUpdate, but that's not a great fix. XD

Edit: A sidenote as I had an issue with it, make sure that if you're using physics to move your player character that you also have any fancy-smoothed camera movement also happen in FixedUpdate() to prevent the character jittering. Update and LateUpdate won't sync quite right. Sorry if I'm being redundant or unhelpful. xD

Developer

Thanks for the tip!

I'm working to fix all the movement bugs for the next update.

Hope you enjoyed my game though.

I did enjoy it :). 

Mechanically, it's missing some things to make it engaging. There's no apparent win condition (not that there has to be!), combat didn't seem to work at all in the first build, enemies can be avoided entirely by jumping but the grounding-check is unreliable (another thing that I have often had trouble with so I avoided jumping at all in my jam entry XD). But the level chunks do feel like they're reliably implemented and even though they're all in the same style right now I didn't feel like I was seeing the same piece over and over which is great. 

I think where your entry really shines is in the overall thematic feel. I felt like I was Charlie Chaplin, strolling through a silent film dreamscape and bopping people with my trusty cane. The music choice feels perfect, and you did a really good job of managing the differentiation between background and foreground which people often fumble even when they have a full color palette. That swirling  perlin fog effect was particularly good at defining the atmosphere of the game; I'm assuming it's a movie-texture and if so, bravo for implementing it in a way that didn't exponentially bloat the file-size.

The collisions on the player weapon seem a little wonky. It seems every time i play my attack stops connecting after the first two hits or so. I dig the music though, classical is awesome!

Developer

Thanks for the criticism.

I already noticed that bug myself and it will be fixed in the next update which will probably come out today.

Developer(+1)

The weapon collision bug is fixed now :)