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Veromir: Post Mortem's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #156 | 3.490 | 3.490 |
Creativity | #401 | 3.224 | 3.224 |
Visuals | #473 | 3.000 | 3.000 |
Topic | #474 | 3.020 | 3.020 |
WOWIE! | #515 | 2.796 | 2.796 |
Fun | #601 | 2.633 | 2.633 |
Simplicity | #659 | 3.000 | 3.000 |
Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
Night Vigil by Kevin MacLeod
Credits
Andrzej Gieralt and Stephen Bahadur
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Comments
nice audio nice game
i like it ..
I couldn't beat it :D
Thank you!
ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting
AURGH!
ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting ting
I hope you liked our sound effects :)
Enjoyed the story based gameplay and decent voice acting well done. I wasn't really sure when it got to the final death at first and thought I was stuck in a loop. A problem I have found in my own games with game jams is relying on the description on itch. But if you have time(which I know is limited) it's usually better to have instructions and player feedback in game. Anyway either way enjoyed this one good job!
We made it a primary goal to make the gameplay feedback in-game (in terms of hit impact, etc) unfortunately, that fell flat with the block animation bug (it fails to play randomly). Also I actually don't remember if we intentionally made the 3 death limit (I feel like we did but it was getting late in the jam, and late into the night haha :P) But you're absolutely right, it's the ideal for sure! Like some sort of flashy popup to really be like "Hey! You got a new ability! Memory gained!" (So we tried to at least do it with dialogue and let the player piece together what was going on). Glad you overall enjoyed it, your criticisms are absolutely right.
Nice atmosphere, and the voice lines were really nice. Although it would've been more fun (potentially) if they'd have played while letting you keep fighting? I couldn't beat it, but, I might just be bad. :P
Thank you! Yeah that was something we were worried about, although I don't think players would've heard the lines plus we wanted Resfin to have his own lines too, but yeah it is something we considered and it's a good point!
Cool voice acting :D and nice audio!
Nice to play the game. Did not complete it unfortunately.. it was not an easy game of my skills are just very bad :)
Visual were good also. Some extra animations or particle effects would make it even better to look at.
Enjoyed it none the less. Job well done.
Thank you!
I really liked the music! Also wowie the voice acting was a great! The combat was fun overall, but I think it could be improved. I felt like the enemy could do a better job telegraphing his attacks so the player has time to see what attack is coming and then dodge, block or counterattack appropriately. Also I really likes the knight pixel art, but I a little bit more animation for movement would go a long way. Something as simple as adding a bit of rotation and footstep sounds to the player and enemy when they walk around would make a big difference. Overall I am impressed by this game for being made in 72hrs though.
Thank you! Yup lots of things could be improved haha, well the player is just Knight Resfin recoloured so, the animations exist we just ran into trouble implementing them. You have a small window to react to the enemy's telegraphs and there's a difference between his standard and rapid attack. With more time we would've polished it quite a bit more and solved some issues we ran into along the way, as they were plentiful haha. I'm really glad you enjoyed it overall and thank you for the compliments on voice acting!!
Cool game, fits the topic well. I found the controls a tad buggy at times.
Thank you! Yup there are some bugs unfortunately.
No worries mate, bugs are inevitable in a game jam 0_0 I'd actually be shocked if there were none.
I've seen some insanely polished ones but yeah, not often haha!
The game has very nice music with a very good atmosphere.
Unfortunately, the controls are a bit buggy. Sometimes i can't attack after i've blocked. I was also missing a bit of player feedback.
Besides that, i think this game is pretty good.
Thank you! Can you provide more details about the bugs you experienced after blocking? I have played while spamming controls often and found no such issues.
In terms of feedback, we are aware of a bug that caused the enemy to not display the block animation from time to time, is that what you mean? Other than that we tried to really go for feedback elements. I think the player is missing the blood effect but he still says "Ugh!" when he gets hit, and has a distinct voice from the enemy.
That's not what i mean, but i actually noticed it too. I dont know exactly how to describe it, but after i blocked i sometimes couldn't attack for a while and had to press other buttons first. Or the player animation did not play, it's hard to say.
The 4 slash attack is a little bit unfair if you ask me, it has no predictability and when you get hit it does a lot of damage (if you haven't the dash)
The story was nice, but i didn't liked that i had to do to the three previous fights again if i die with the fourth knight :/
Edit: My negative comment makes it feel like i hadn't fun with it, but that's not the case at all: The gameplay is very nice and the game very well done!!
The 4 slash attack has a much longer charge-up than the normal attack, it's twice as long I believe. Probably should have been longer :S
I can't remember if restarting after 4 deaths was intentional or if it was an accidental bug, but I think the reason for it is because there still needed to be an actual fail state. Thanks for the feedback!
Nice game :) the voice overlay was a great touch! What often ends up slight boring (long story texts) actually became the best part of the game!
Thank you! I'm really glad it was enjoyable, we were worried players would just want to skip them. But the idea was that you'd mainly be progressing by failing to get the story, so we really wanted it to be cool and unique. Thank you!
MUSIC is niiiice!! Atmosphere is present and the story is great tooo!
Only thing is that the tilemap isn't the nicest, that's all negativity!
Ps: it'd be nice if you played my game too!
Thank you!
Haha I'm glad the only thing you didn't like was the one thing that we didn't actually make :P I agree I don't like the tilemap either but it was the first one we found (I forgot about the Wowie Asset Pack!!!)
Heyho,
first things first, the music was great and also the voice and the text was perfectly put in, which created a really good atmophere and made tha player enjoying fighting a lot more.
What i didnt understood was the attaking mechnic, sometimes it worked and sometimes not and i just saw no reason why...
Also what i am missing here is more player feedback and something which lets the player decide when to hit the enemy, because the attacking of the enemy now feels pretty random i guess.
But all i all a good game, would be nice if you build up on this a bit ;)
Thank you! Actually the attacking is not random, but for some reason the enemy's blocking animations sometimes just doesn't show up and we have no idea why! :O Glad you enjoyed the story telling! Thank you!
This very pretty fun, game crashed on me as I was about to beat the gold knight though. I like the timing aspect of the game. the main knights needs some walk cycles, other that that, pretty good, nice work. :)
Thank you! Yeah we had to sacrifice implementing some animation for the sake of completing the game on time. Sorry about that crashes! Not sure why people were having those kinds of issues :( Glad you enjoyed it overall though thanks so much for playing!
This is a really cool concept, I like it, I felt like it was a self-balancing fight so as you lost more, it became slowly easier.
A note on balancing dodging, blocking and parrying. In this game, blocking is instant, and full, and requires no stamina. So dodging just seems irrelevant. To make it more viable, it might be worth making a block take a small amount of stamina, and not fully block the hit, just diminish it by 80% or something, or make it take more stamina to block a hit than to dodge out the way of a hit, so you're rewarded with less stamina consumption for good timing.
Good game though, just could use a couple of balance tweaks.
Yeah that's a really good point! With more balancing and testing we would've improved those details, and I think you're quite right. Thank you for the feedback and I'm really glad you enjoyed it!
Wow didnt expected a voice acted game :o Creative way to tell a story using the theme gotta say that.
It was a bit pointles to fight everytime just dying to get power ups were more efficient. Oh also you shoul tone down the sound effects volume. Other than that it was fun great work :D
Note:I would be happy if you could check out my game as well :d
Thank you!
The goal is still to fight and on a first playthrough you don't necessarily know when the win state arises. But yeah it's a tough theme to balance but I think we did as well as we would have.
Love the way you approached story telling.
The gameplay itself is less my cup of tea, but I did enjoy it non the less.
The voice over is great too.
Well done!
Thank you! I suppose 2D dark souls lite isn't for everyone haha but other than the block animation bug I hope you could enjoy it all the same :)
Interesting story! It somehow gave me Halo Reach final mission vibes.
Gameplay and story are not so tightly integrated - I feel like I should want to fight as hard as I can each time, but once I figured out I was meant to lose and would get upgrades, I just let myself die the next two times (then progress reset and I got annoyed).
Yeah so, your goal is still to win, just you need your memories first. You get a "different ending" if you kill him before restoring your memories where the narrator says Resfin can no longer stop you from wrecking havoc etc. Not perfect but that's the challenge of the theme :) The loss of upgrades after an extra death was not intentional, sorry about that! Commonly reported bug.
Nice art and very nice narrating :) I understand the combat system is sometimes buggy and lacks some animations, which makes it hard!
Thank you! Yes apologies for the unforeseen bugs. It happens with game jams haha :P
It's a bit difficult , and the Knight is a but bullet (sword xd) spongy. But other than that it's awesome. Nice art and narrating
Haha he has 2.5x more health than the player :P You deal more damage over time and it becomes quite fair with all your abilities back. Although unfortunately you lose the abilities after four deaths I think which is a commonly reported bug we were not aware of until posting.
The combat seemed a bit iffy to me, but the story/ narration and the upgrades you receive after each death were quite nice. Audio and art were really good, and the idea of linking the losses to the story were very clever. Good job!
Thank you! The issue with the combat is a bug I didn't have time to dig into around Resfin's blocking animation only playing half the time.