Great game! good job!
Play Armor of God
Armor of God's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical Implementation | #8 | 3.967 | 3.967 |
Fun/Design | #22 | 3.922 | 3.922 |
Music/Sound | #31 | 3.778 | 3.778 |
Overall | #40 | 3.680 | 3.680 |
Graphics/Animation | #90 | 3.556 | 3.556 |
Theme/Limitation | #105 | 3.178 | 3.178 |
Ranked from 90 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
Your mind is being controlled to do the things your hate making you be on the edge of doing something you will regret for the rest of your life. The Flesh (the boss) is the one responsbile for this and it is up to you to find the armor of God to use against the Flesh and bring peace back to you.
Team Size
What main engine/tool/language did you use to construct the game?
Unity/Photoshop/Audacity/Premier
Which diversifiers did you use, if any?
8 Bits, Retro Palette
Comments
i really liked the game! and the pit mechanic especially because it was fun thinking how to align them in front and then walk over the pit to kill them
Such a cool game! I'm a huge fan of Enter the Gungeon, so this type of gameplay is totally my jam. I had a blast unlocking all the cool abilities and showing them off against the final boss who kept adapting to my moves. It felt especially good when you were able to trap a skeleton in a pit. That always left me feeling like a heroic mastermind. If there was one tweak I'd make it would be showing which enemies had more than one health. If I knew that I would have been able to create a strategy from the get go instead of resorting to trial and error, which ended up being pretty frustrating. Overall though, a fantastic entry. Great job!
I get the frustration and I did contemplate for a long time whether to include some sort of enemy health UI but ultimately went with the "Roguelike" route where you must decide whether to take the risk or not. However, I think that maybe the Belt could also reveal this information so that you can better strategize, Thanks for playing! btw I like that you found the benefit of using pits to your advantage.
I liked it, only pushing away from the walls is sometimes annoying. A good product :)
Just finished up a stream playing a few games from the jam, and there's only one think I'm taking away from this game here... I'm clearly very awful at it, because it took me much longer to complete it than I'd like to admit! Incredibly well done and well made, really enjoyed getting frustrated at moving the wrong way here and there and dying because of it... Well done! :)
Awe sorry it took so long to get a feel for it but thank you for persisting on it! We tried to never make it feel like "you went the wrong way" because the dungeon can be explore which ever way you want it is just that some areas might be easier if you had some additional knowledge about the world revealed to you as you get some of the items. :D
Movement took a second to get a hold of as it felt a bit rigid, apart from that it was really nice to play, simple and fast to get a hold of initally and then it slowly scaled up from there without additional information needed. The retro visual and audio style go really well together for this as well. Nice going! :P
This game is amazing in all categories. It had great music and that feeling of getting stronger and stronger felt amazing. The boss, music, and gameplay were great and the powerups felt fantastic to obtain. Definitely one of my favorite entries, amazing job!
I really like this game. I think it was a lot of fun and challenging at the same time. I really like the Nintendo-style cover as well. Nice touch. I look forward to seeing more of this. I think this has the potential to be an awesome game with more worlds to explore and having that boss be the antagonist the entire game. This almost has a wizards and warriors vibe to it. Nice work! I can't wait to see what you do with future updates.
Amazing game. I do say that the shield powerup might be a bit broken, especially if you find it early on. But that is a very minor gripe. More annoying was how sharp the opening music was, which made it uncomfortable to listen to.
A beautiful small metroidvania.
On my first run I had fun exploring the dungeon, but when I noticed that the upgrades could be collected in any order, I had much more fun finding the optimal path. The challenge didn't come from beating the game but from beating it quickly. However, if that was the goal of the game, it could have been implemented better (for example with a timer on screen or a reward for a low time). In contrast the belt and the helmet are really useful only on your first run.
Also I liked how the combat can be strategic if you want to complete the game without deaths.
Thanks. I love that you took the time to think about how to speed run the game because even I haven't considered the optimal path but did play with the idea of "how could this game be speed run" :D The goal of the game was to mix dungeon exploration with roguelike elements that rewards you with upgrades that hopefully encourages more exploration. The "completing the game in the fastest time possible" I think is a more of a "self-imposed" challenge which, again, I love that you did that!
Also, you are the first to comment of the possibility of beating the game without dying which it is...just challenging and you need to be strategical about it. Nicely done!
Would love to know what your optimal strategy was but don't want to spoil it for others who haven't played yet ;)
Absolutely enjoyed the game! the art is cool with a retro vibe in it, the controls were straightforward and the gameplay is awesome! Keep it up!
A truely great game. Loved the unique gameplay, the tile moving system, and the music. It was kind of upsetting at the beggining because I was forced to take some damage even if I managed to get the priority of attack but you get pretty quick that the death isn't a problem. Just a little thing, the belt changed nothing for me as the map was already revealed. Also, the boss was a bit too simple to defeat. Otherwise, great job guys.
I completely get it and it is a rather different approach to a more traditional free moving game where you can dish out damage and avoid being damage if you are skilled enough. This follows more the movement/combat rules of a roguelike which means that enemies with more health will always land a hit unless you are well equipped which can turn some people off...I know it did to me at first until I learned how to dance around this enemies to defeat them with little to know damage (but that's not fair since I am the dev and have plaid the came hundreds of time lol). :D
Thank you so much for playing and for your comment. Yes, the boss could use some more TLC. :D
With enemies that have to get two hits before dying, you're pretty sure to die multiple time before clearing the dungeon. Since there's a respawn mechanism that allow you to keep exploring without respawing the enemies, I guess it's a design choice but it felt a bit boring to me.
The gameplay is quite good tho, and the overall design of the game is great (even the audio). It feels pretty well executed.
The game is designed to emulate roguelikes and so in that sense the intention is not to have you fight all the enemies, though it is most definitely and option, but I understand the sense of "oh, great, now I have no choice but to take a hit and die" that comes with the early game until you are more powered up which was also designed to influence the strategy aspect of the game combined with exploration hopefully leading you to make choices about when to strike and when to flee when you enter a room. However, I completely understand what you are saying and that is something we would like to explore more.
Thanks for playing!
Absolutely beautiful presentation. The Kenney sprites are very good, but the way you used them and added animations was great.
My main question is about enemies not respawning. It made it feel like a battle of attrition. Is it possible to clear the game without dying? It felt like in some rooms all I could do was kill one enemy, respawn, walk back, and repeat until the room was clear. If that's not the case, then having the enemies respawn would help communicate that I'm doing it wrong.
Some of the items were really interesting, especially the belt, shoes, shield, and helmet.
The Gnostic theming was... interesting? I feel like it didn't particularly correspond to the themes of the jam, but it made for an unusual experience.
Thanks! We discussed to have everything but key items respawning when you died and I had it on my "to do list" but in the end, at least for the purposes of the jam, fearing it would cause players to die too often, opted for not respawning them mainly because killing all the enemies is not a goal in the game and you can completely avoid them though eventually I would like to flesh that out more and have a system implemented where killing them all is a goal. Thanks for playing :)
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