Unfortunately couldn't play this because the web build was unbearably laggy and I use a mac computer so I couldn't download.
The game looks absolutely incredible though and the idea sounds amazing so well done!
Criteria | Rank | Score* | Raw Score |
Overall | #9 | 3.822 | 3.822 |
Music/Sound | #9 | 3.889 | 3.889 |
Theme/Limitation | #13 | 3.944 | 3.944 |
Graphics/Animation | #13 | 4.111 | 4.111 |
Fun/Design | #29 | 3.722 | 3.722 |
Technical Implementation | #38 | 3.444 | 3.444 |
Ranked from 18 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?
The parry mechanic is used to negate incoming damage to the player, build up a resource and using up the resource to deal damage.
Team Size
Completeness
What tools did your team use to construct the game?
Unity, Blender, Audacity, Aseprite
Which art and audio did you / your team NOT create?
All sound effects and music originally came from sound packs and are credited in-game. Most of it was edited and combined in various ways in audacity.
Which art & audio did you / your team create BEFORE the jam started?
The background lava ambiance soundscape.
Which diversifiers did you use, if any?
Quick Run
I really enjoyed it. Especially the big attack sequences. My only feedback is the action inbetween waves sometimes felt a bit needlessly slow. I had a great time. Kudos
a low poly dark souls based in hell against a single boss sounds fun I played it and enjoyed it I like the sound you make when you block a projectile I was able to get used to everything in the game easily it was alot of fun thank you for your submission a solid rating from me!
this is like the 20th game which i played which is REALLY good but i am REALLY bad
It's a beautiful setup but the game would not run very well on my machine. Chrome on Windows.
I had a lot of fun with this one. I am really bad at games that requires skill so I took the easy game option. Even so I believe the difficulty was at the right spot. I also liked all the "juice" added to the game in general.
Congrats for the submission!
Giving the player only a block, with no attack, is thematically odd, but it is a clever use of the limitation. The sound effects are good. The music is fitting, if a bit repetitive. The visuals are very solid, especially the use of light. I also enjoy touches like tracking the boss's health by his horns.
One suggestion that might make this entry even stronger would be a greater variety of attacks.
I liked this submission a lot. The parry was punchy and satisfying and the whole environment looked really good for low poly art. The demon reveal after the tutorial was also really cool, I was not expecting that. It took me a bit to realize the shadows gave a lot more information than they allude to which was pretty smart since its hard to tell where the attack are in 3D space. The length of the demon fight was also perfect for a jam setting so kudos to you, this was really fun to play. I don't have much else as far as feedback except maybe change the easy mode to "default" and the medium and hard to "difficult" and "master". The normal mode was pretty difficult and might turn people away when they first start playing your game in a jam setting. Other than that fantastic job!
Really nice game, I like the concept of parrying for multi-use. It feels very satisfying when you get a successfull parry with the particles, flash and sound effect. The animation of sending back the fireball is really cool too.
It took me a few attemps to get the timing right, I expected that I needed to block later. I like the variety in the attacks, the triple attack is pretty hard but doable sometimes. The "escape sequence" is a nice ending. I also like the addition of a easy mode, especially for a game jam game, I beat it in Normal though :D Hard mode is really hard but it was fun to try a few times.
All in all great game, well done!
The music is pretty good, it sets your mood right from the start. Although attacks are pretty polished intuitively when blocking it feels like quick-time events. Communicating that you can hold the space to block could be better. Block sound feels so good but other sound effects could be improved a little bit to decrease the repetitiveness. Great use of the limitation as well!
Really nice game. The sounds were a bit repetitive at times and at one point I got stuck where the demon kept using the attack where he throws three fireballs from his stomach mouth and those are unable to be sent back as an attack, leaving me stuck in a loop until I died, but it was nice. The graphics are great and I love how when you die, the body parts go everywhere, though I wish I didn't need to check the skip tutorial button every time.
I made the first two fireballs in that specific attack give way more meter, but not be able to be sent back... I guess I should have made them look different or just scrapped the idea. I wanted to reward the player for parrying all three in a row, but executed that poorly. And I didn't even think about saving the skip tutorial option... Whoops... I'll remember that for next time!
Really Cool Game, I Didn't Really Know How To Play At First But Later The Game Felt Really Good After, I Like The Art. That All, Good Game ;P
Really nice game! I really liked the the animations and the music.
I have to say I died around three times before I finally realised that I can hold space to give myself some easier timings, but it was still quite fun!
I'm honestly impressed you even made an easy mode and a hard mode, though I do suggest having easy mode unlocked from the start, instead of unlocking it after your first death.
It feels like the game is just saying "ey yo, you suck! here have easy mode lol" even if that wasn't your intention.
Yeah, I totally should have made it more clear that you can hold space. Not holding it makes it unnecessarily difficult.
Also... yeah... it kind of was my intention to challenge the player to beat the game by unlocking the easy mode. I realize it's kind of risky as some player might get insulted, but it also should get some players to respond with "Oh yeah? I don't need easy mode! Watch this!" and whether they realize it or not, that definitely gets them more engaged with the game and they're gonna try harder next time.
The graphics and audio is SICK and best for the environment it wants to settle in.
However, the collision for parrying is kind of early visually speaking, I don’t know if it’s the code itself or just the graphics being rendered 1-2 frames too late on tne web embed, but either way it adds to the difficulty of parrying most of the attacks. Adapting to this takes a while but it is worth-it!
i love the graphics but i have no idea how to dodge the sweeping attack
Leave a comment
Log in with itch.io to leave a comment.