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October 2019's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #186 | 1.581 | 2.500 |
Music/Sound | #195 | 0.949 | 1.500 |
Theme/Limitation | #196 | 1.107 | 1.750 |
Overall | #196 | 1.075 | 1.700 |
Technical Implementation | #196 | 0.791 | 1.250 |
Fun/Design | #197 | 0.949 | 1.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
multiused the enemy character by changing its mesh all the enemy in game is a single pawn with different ai controller
Team Size
Solo (1)
Completeness
Complete Game
What tools did your team use to construct the game?
unreal engine 4.27
Which art and audio did you / your team NOT create?
main menu
Which art & audio did you / your team create BEFORE the jam started?
none
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Comments
As expected from an Unreal game, it's astoundingly beautiful. Maybe this is grumpy old man Jordan speaking here, but I do find it a little hard to believe that you created the character models since the only external art assets listed are the Main Menu. Not that I don't think you're capable, just the number of animations models, textures, etc. would be a monumental task for one dev if they worked tirelessly for the entire jam period. I'm just assuming your forgot to list them on the credits. Whacking things with a stick was fun. The big boss dude had a cool design, and I do also mirror a lot of the other comments that a bit more light would have probably helped a lot.
I actually did not done the models its a paragon assets in the epic store which are in the credit in the end of the game.
but thank you for playing anyway and thanks for replying I will improve it next time :D
Very dark and the camera was pretty jarring. It looked like some paragon assets which is cool, but I couldn't seem to get very much movement from it and the enemy's standard enemies didn't seem to bother me too much. I had trouble knowing exactly what I was doing because the controls didn't feel super responsive. It looked like there was a combat system being used, but I think having some tutorial or control scheme displayed would have helped. For example, your game page says how to move and attack, but doesn't say how to use your fire spell assets, I just had to mess with some keys to use those. I think with some tweaks this could be pretty fun! Nice work!
ty for ur sudgestion I will probally help me to improve it better in the next jam. ^^
The graphics are probably great... except I can't really see anything. Everything is very dark and it's a chore to see anything like where I am, what I'm fighting which way I'm facing. Plus moving around is a mess because I'm constantly trying to look and move around, but the camera keeps trying to correct itself as I move, leaving the camera to keep spinning around, making me even more confused on what I'm seeing, or i guess the lack of what I'm seeing.
also now i'm going to go hunting for which ncs song that is bc i don't remember the name and you don't seemed to have credited it anywhere that i can see.
ty very much for playing the ncs song is heart Afire and deaf kev.
ty for ur sudgestion I will probally do it better in the next jam ty once again. ^^
I like that multi-use is related to programming games. Very meta. Unfortunately only have a Mac here so I couldn't try it
that boss monster put me in quite the pickle
that boss monster put me in quite the pickle