Great controls, sucking the bomber enemies felt really satisfying...but .. Poor Nessy, she never hurt anyone :(
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Hero's Edge's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Technical Implementation | #114 | 3.147 | 3.147 |
| Fun/Design | #126 | 3.206 | 3.206 |
| Overall | #186 | 2.812 | 2.812 |
| Graphics/Animation | #206 | 2.853 | 2.853 |
| Theme/Limitation | #242 | 2.471 | 2.471 |
| Music/Sound | #245 | 2.382 | 2.382 |
Ranked from 34 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)?
You are the Boss of a Game that have the option of becoming the Hero of his own story while trying to escape a Lab and save his friend.
Team Size
What main engine/tool/language did you use to construct the game?
UNITY, Blender, Audacity
Which diversifiers did you use, if any?
Made my own models and coded the complete logic alone.
Comments
Really nice game! The movement felt great and i loved the little animation you gave it. Gameplay was also easy to understand. Overall great work!
The controls feel nice and responsive and the gameplay really easy to understand and execute on. I like how you can walk circles around them and they won't see you (and I mean it, I like that kind of stuff). Not sure what happened but I got pinned by a red one and a blue one and as I was attacking them Nessy must of absorb the red one and became bigger. Not sure if I missed that you could that on the game page but thought it was cool. :D
Glad you have some fun with it.
Yeah, the blob gains size if it eats enemies and loose when getting hurt, thought is setting it up as a visual representation of your health.
Next time, I setup a more complete stealth mechanic, I also like been able to walk around enemies and have a chance to surprise them.
The game felt like a puzzle for the most part with figuring out where the boxes are to get pass enemies. The sound effects were decent and character movement was responsive. Having said that, I think the movement was too sharp for a living creature. I would also like for the main character to look more like a monster and not a blob (or at least have a couple of tentacles). I think the game would benefit a lot from a soundtrack or at least ambient noise. Lastly - I didn't feel any connection to the limitation nor the theme.
It was a polished game, the movement was perfect. Forgive me, but I cannot see the implementation of the limitation and theme but I think with what you already have you can easily keep adding things until you have a great puzzle game!
hey I played it ok, had no problems, the game play was fluid, it was a cool game for starter, the concept is simple but works, nice AI, overhall I am assuming these is one of the first games you made, I think you are headed on the right patch.
congrats man
I ran into an unfortunate glitch near the end where I got stuck from eating one of the guards. However, I really enjoyed the gameplay. Great work with this one!
Nice 3D game, a bit short but that's expected in a jam. The level design isn't bad, the controls are great. There's a few small bugs (enemies going through walls, or you being able to get a box through a wall), but nothing critical so far. The game could have been a bit more polished but it's still enjoyable like that. The overall idea is nice.
Nice game ! I loved the stealth aspect :) The grab & throw mechanics were a lot of fun too but I noticed some strange behaviour here and there ( could not grab a box within line of sight and range), and the key with the color "purple" had a label of "blue", but other than that it was a neat little experience ;) I like the hand-made assets
Thanks for the feedback! It was my first "stealth" game. The grab and throw mechanics came out of need, had to kill a few darlings and add something more interactive. Thanks too for liking my basic shapes.
About grabbing boxes, there seem to be a glitch, it should collect the closest one, but for some reason is not "releasing the previous selection that not longer exist".
Nice game. The graphics are simple (a taste of little big adventure in the simplicity and colors). Some feedback:
- The theme is in the core gameplay (so well done).
- It lack a bit of polish. Enemy death needs a minimum of animation (at least some tweening).
- Camera could improve to let us see more where we are going that where we come from.
I loved the squishiness of the main character and the soft style of the top down graphics, amazing work pulling this off solo! Controls were intuitive and the design overall was great :D
Very nice game! Great graphics and style, nice job with the game and good luck with the jam!
That was fun! The physics felt pretty good and I enjoyed the stealth aspect of the game!
Great Game! I really liked the concept. It's amazing how much life you were able to breathe into a circle! Amazing work big props to you!
Pretty neat! I liked chucking boxes around and the story was a cute touch (rip Nessy). I tried playing it with a controller, but the controls don't seem to work too well. The "deadzone" is very small, so I often found myself moving a lot with slight movements (or controller drift), ideally you want the movement to be proportional to how far the stick is pushed, i.e. only move at full speed if the stick is tilted all the way.
Fun game, interesting and cool idea. I like idea of the futuristic but hilarious lab. Roller enemies are the most epic enemies I have seen in games for a long time. It is kind of fun run away from tens of them at the same time.
Just the moving is a bit clumsy, and i found a bug where you may drop down from the crate spawn holes after you have picked one. Also enemies could have a longer FOV. Also the camera angle is bad because you need to see whats coming for down of the screen (picture).
I would like to see how the feature where the monster may eat enemies after defeating them and getting bigger; i think it is a slime or something?

Thanks for this great feedback! Glad you like and gave me ways to improve it, since you miss things in the rush of getting things setup and testing mostly on your own.
I was not aware about the posibility of droping in the crate spawn, it might be because the collider is set a trigger instead of a collision so the rigidbody goes through it. I recall setting up with a sphere raycast to ensure that it won't spawn thing when something is above it, maybe the trigger is a left over of the initial implementation. Thanks for pointing it out.
I agree on setting the camera, I made some "half walls" to prevent getting block, since I couldn't implement a shader to make things invisible, but I should have extended that as a default for horizontal wall that might case a negative impact.
The FOV could have been different, it was a hard decision but I found a solution, by implementing chase and attack minimun required distances to ensure a more "predictable" behaviour. Increasing the FOV is a good idea.
Thanks again for the great feedback. Now I got very define points that must be fixed.
"I agree on setting the camera";
You would add a camera further from the player character, and/or add the mini map for locate the nearby enemies, or assign the screen edges with warning arrows to mark up the close enemies.
If you want to be more fancy, you could make this into a 3rd person game, or able to move/look with joysticks. It's really up to your team suggestions for the which technical implementation is used, while on the game idea itself is enjoyable and also fascinating.
I believe the sweet spot can be a combination of those techniques, keeping it in that perspective but zoom out a little bit and use it's tentacles as arrows, so they will extend to the enemies that are close to it.
I can add a 3rd camera option with a minimap as suggested.
Glad you liked the idea, I was coding another game, and by Wednesday it did not felt fun, so I started again doing this one, those days lost would have been useful, but well, you live and learn.
I'm really glad you took the time to set the scene with a story in your description. It helped the immersion a lot. When I started up the game, it didn't really matter that I was just a green, bouncing orb, in my head I was nessie monster, slithering around. The animations you included helped to sell that, and it was a really satisfying feeling to consume the red helmet enemies and plus up in size. The sound effect and added girth made me feel more powerful. I have to say, for simple art, shapes and colors, I let out a, "oh, no" when I discovered ... well. No spoilers for anybody else, but you know what part. Nice touch by adding in the audible cue when you reach that area. But I did notice it would trigger each time I hit a certain point on the floor, so maybe set a if true, then turn off that variable once it triggers once. I also noticed my kill count carried over between runs and I'm not sure what was causing it, but sometimes I just could not get the prompt to grab a box to trigger. I think it's related to the player size. You see here in this screenshot, no matter where I stood around these boxes, I couldn't grab them, but I could grab the enemy. It's almost like the bigger I got, the further away my grab hitbox got from my body:

A few things to improve the experience:
- A checkpoint after the first blue door would be great.
- Sound. Even just a light ambient track, something that evokes sneaking around would be awesome.
- Maybe different armor for the boxes, so you could throw than once and some would be more valuable to have so you could quickly wipe out a room of enemies and feel more powerful.
- A third state for the guard. Maybe if one sees you they yell an alert and every guard in a certain radius acts too. It would make being spotted more scary.
Overall, this was an excellent jam game. You told a story and it was the perfect length that most participants will likely be able to see the end of the game. Great work!
Thanks for the amazing review and feedback! I was not expecting such a great response, I enjoyed your game so much too.
It was a challenge of mine to setup story better and find a way to communicate it smoothly, seems that I reached that goal. I wanted to play with the concept that monsters are a perspective, and thanks for preventing the spoiler :D
Oh the body count... I have a restart game function and I must forgot the line (boss_lives = 0;) my kingdom for that line, wonder if I can fix that and upload it. I had it in my to do to setup the boolean to avoid having the sound replay, silly me, I already had it for the dialog and my mind must have blocked at that point. Interesting that you mentioned the boss scale as a potential problem, I had to make some fixes along the way to ensure that the local scale for the grabbed boxes. I think you might be up to something here.
Finally, your recommendations:
- A checkpoint after the first blue door would be great: I agree completely, I test it quite a lot and I knew that would be useful even for me LOL.
- Sound. Even just a light ambient track, something that evokes sneaking around would be awesome: music is my achilles heel, adding some crunchy sounds for detection or a score for chasing would have been great and helped a lot.
- Maybe different armor for the boxes, so you could throw than once and some would be more valuable to have so you could quickly wipe out a room of enemies and feel more powerful: great idea, use the boxes as power ups, some can explode and attack others, some might cause delays other are exclusive for certain enemies, even a kill multiplier.
- A third state for the guard. Maybe if one sees you they yell an alert and every guard in a certain radius acts too. It would make being spotted more scary: I had it in the plan, if the player is in the cone of the enemy, it would do a sphereoverlap and check for nearby enemies to let them know that they need to chase the player too. I would love to do that, even peripheral vision. I saw a GMTK video about that was fascinating.
Again, thanks for your feedback and positivity! Sorry for the long response, but your reply was so nice and the feedback so on point that I wanted to return the respect.


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