Updated the player hitbox on the weapon, I've fixed it now so it should feel a lot better!
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Death. Before. Dawn.'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #4 | 3.778 | 3.778 |
Overall Enjoyment | #5 | 3.333 | 3.333 |
Gameplay | #6 | 3.000 | 3.000 |
Audio | #6 | 3.222 | 3.222 |
Use of Theme | #6 | 3.444 | 3.444 |
Overall | #6 | 3.333 | 3.333 |
Creativity | #9 | 3.222 | 3.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
This was really fun, but the colliders were acting a little strange. Still a very nice game!
The visuals felt very consistent and polished. Great work! The character motion was nice and fluid. The knights seem like they have a big reach and I think that contributed to the challenge of the game in a good way, but it didn't feel too difficult with the cooldown in their attacks.
Two things I noticed: (1) The hit boxes (or whatever your check is) for the peasants seem like they could be a little bigger? I often would be surprised that I didn't kill them. (2) I adopted some strategy of jumping over the knights and backstabbing them, but it seemed like they still hit me even though the character didn't make any sound nor did their sprite touch my sprite?
Overall, brings me back to playing fun and simple games on Newgrounds years ago :)
Thanks for the feedback. I did have trouble with the timing of the animations as none of these assets were mine and I spent a lot of time trying to find assets of a similar theme. It might seem like you get hit when you don't because you are always draining life, especially towards the dawn as your health drain slowly increases as time goes by.
I did also increase their weapon hitbox to prevent the player standing inside the knights to prevent themselves getting hit. The peasants I get, I was messing around with the player weapon hitbox and it was triggering the ground check. I had to make a compromise as I didn't have time to fix the issue so I made the weapon reach smaller.
The difficulty is on the easier side as I didn't have the chance for a difficulty slider or more precise animations. So I decided for there to be an easy window in which the player can escape being hit. The only time it really gets difficult is if you make a mistake and 3-4 enemies are stacked.
I feel you on the time restriction. This is great groundwork for a game and the gameloop is pretty fun!
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