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Sacrifudge: The Sweetening's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #4 | 1.500 | 1.500 |
Use of Theme | #4 | 2.500 | 2.500 |
Creativity | #4 | 1.750 | 1.750 |
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.
- Theme is lost only because the polish and feedback of combat, atmosphere and level itself is incomplete. Add creepy music and bit of fog, dim the lights and hear those cultists spawn in a creepy manner and the ritual would be alive. Gameplay suffers from the BIG rule of combat. The attack has to look feel and resonate as an attack. No muzzle flash or projectile negates the shooting. Also without an appropriate reaction to an attack= blood? and damage sounds from cultists taking a hit combat doesn't really exist. Is there an end to the cultists spawning? I destroyed a lot of them and the spawning never ended. Cultist models were great and best part of game. check out Devil Daggers as an excellent arena shooter example.
- This one was a bit confusing at first — I found myself in an arena with characters walking around, balls flying sideways, and I had a gun. After some experimenting, I realized the goal was to shoot the enemies, which led to dismemberment effects. That part was fun once I figured it out. In terms of theme, there’s clearly a ritual element tied to eliminating the characters, but it didn’t really convey a strong ritualistic vibe beyond the surface level. The gameplay felt short and repetitive — there wasn’t much of a challenge, since the enemies didn’t fight back or interact much with the player. And the firing didn't have any visuals of muzzle flash or bullets, so I didn't know if I was soothing at first hahaha, you guys also left the sphere traces which should have been off when packaging. The map would have benefited from more unique meshes or materials beyond the default template assets, and the same goes for the FPS weapon. That said, I completely understand the time constraints in a game jam setting. The standout feature for me was the character design — they looked fantastic. If those were custom-made, huge props to the team — they were easily the highlight of the game!
- Character design was great. Aside from shooting the gingerbread minions, seemed like there was potential for more!
Project Name
Sacrifudge: The Sweetening
Project Itch.io Page URL
https://kamataya.itch.io/unrealsfjamproject
Help Text
Keybinds:
wasd = move
left shift = dash
left click = shoot
mouse is invisible in main menu
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