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A jam submission

DeathdealerView game page

A demo of a game that is all about fast-paced vertical movement and traversing your target's distorted mindscape
Submitted by Hampen, Alexbugnar, splitprune, Sloody, Fuecho, MaherJ — 4 days, 20 hours before the deadline
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Deathdealer's itch.io page

Results

CriteriaRankScore*Raw Score
Level Design#123.1033.103
Game Play / Game Feel#143.2313.231
Audio#163.1033.103
Overall#163.0183.018
Innovation / Experimentation#163.0773.077
Presentation (on itch.io)#183.1283.128
Art Direction#193.2563.256
Storytelling#232.2312.231

Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Year of education

Credits (names and roles of entire team)
Andrei Cojanu– Project Manager, Animator
Alex Bugnar – Programmer, Level Designer
Maher Jaber – Programmer
Hampus Paulsen – VFX
Arvid Kallin – Sound Designer, Composer
Emma Österlund – 2D & 3D Graphics

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Comments

(+2)

Beautiful graphics and really nice controls! Really got hooked on the hooking mechanic! The sounds of the monsters drove me up a wall but it did keep me immersed into this dreamlike world. Loved all the scaling am jumping around, honestly, one of my favorite things.

Great job!

(+2)

I love the fast paced feeling of this game. The combat was really good too! Those weird arm and eye monsters definitely feel like a dream. The elevator is such a nice break too. Thank you guys for this. I could play this again. Great job Maher and team! :)

(+2)

Very intuitive controls and easy to pick up. A clear focus on jumping and a surprising and a cool reverse time mechanic, that made the whole game change in a story-wise sense, starting to think about the time as a concept, that worked really well with the enemies decreasing the time charge. I had some trouble with checkpoint dragging me back, and just sometimes the double jumping didn't seem to respond. What an epic scene with platforms rising from the floor and the whole room lit up by video screens. Good job! 

Developer

Your health decreases constantly, maybe that's what sent you back but killing enemies restores it!

Thank you for the useful feedback, we're glad you liked the atrium (the rising platforms room) and the screens!

Submitted(+3)

A game with an ambitious moveset, epic soundtrack, and an ever twisting world. Moving through the world felt very satisfying (especially in the outdoors areas). Even without the rewind mechanic the grappling hook makes sure it's not too punishing falling off of platforms, because you can swing right back up if you react fast enough. The combat has potential of improving however, though with only 8 weeks of production it's impressive nonetheless. We just can't help but wish there were flying enemies to grapple on to like platforms since the platforming is already so stellar!

Developer

Thank you for the detailed feedback! Flying enemies were planned as well as a boss, but we did not have time to implement them, sadly. We're glad you like the platforming!

(+2)

Played the game while it was in beta, but now its way better. You can really see the improvement and the hours spent perfecting the game.
The movement feels really smooth and the gameplay its catchy, it makes you wanna finish it in a sitting.

Good game overall, would recommend to my friends. 

Developer

Thank you for supporting us since early development, we're glad you're happy with the progress!

(+2)

While I like what the game is trying to do in theory, the game unfortunately feels rather clunky and unpolished a lot of the time and gets especially glitchy after leaving the initial building to the more psychedelic parts. There were several times that I was thrown back to the checkpoint for no apparent reason during a jump, and the time reversal mechanic froze the game several times. This made reaching the end incredibly frustrating. 

The first part of the game inside the normal building feels very separate and empty from the rest of the game and the player spends quite a lengthy portion simply running around in an uninteresting environment. It would have been more effective to have a gradual change to the nightmarish part but perhaps this couldn't be done due to the limited developing time. As another note about the graphics, the tutorials being on a white board is a fun idea but in the context of the game and the aesthetic it seemed to try and achieve it doesn't fit in with the rest and feels rather random. The game also doesn't clearly convey the player health. I believe the HP bar was the hourglass? However, it failed to stand out which could be fixed with better contrast in colors.

Developer

Thank you for the long feedback, we will use it to improve in the future. Yes, the hourglass represents your health and it decreases over time time.

Submitted(+3)

Absolutely great game. The core mechanic of just moving, hooking, jumping (& rewinding if something goes wrong) is entertaining itself because it feels so smooth. The mechanics are intuitively understandable and nicely explained on those whiteboards in-game. 

We were a bit clueless why you couldnt rewind time after fights (already killed enemies "coming back to live" through rewinding, the playback also showing how the player swings the sickle, ...). It seemed to only work with movement, what felt a bit off. 

Nonetheless, great work! We love it.

Developer

Thank you for the feedback, we're glad you enjoyed it! Yes, the rewind only rewinds the position of the character so it is helpful in case of falling!

(+4)

Smooth mechanics and intuitive controls which allow for easy control of the character, while retaining a high skill ceiling for players already familiar with 3D platformers.

Attention to details, such as the cross-hair visual indicator when the hook is in range, or the hourglass showing current health rather than just an HP bar, which is both innovative and immersive. 

Game seamlessly "communicates" to the player using level design (e.g. tutorial written on whiteboard object at the beginning), and integrates the story in the game world rather than forcing it upon the player. 

It is worth taking into consideration that unaccustomed players might finds certain parts of the game confusing, such as the lack of a clearly specified objective or direction, which is made even more disorienting by the distorted nature of the game level. 

Overall, this game puts fun and fast-paced action above all else, while still maintaining a considerable degree of artistic value through its remarkable audio quality, peculiar dark-neon color palette and psychedelic visual design.

Developer

Thank you for the feedback, we're glad you enjoyed it!

(+1)

Once I got outside, I tried to hook a block and it didn't latch on (it was probably too far away). I found myself falling. I think I was supposed to press R to rewind so I could try again, but the game hung on me instead.

Developer (1 edit)

Thank you for the feedback! You need to hold right-click for the hook, maybe that's what went wrong. We are happy to help you if you want to give it another shot!

I did hold it, because otherwise it would just have swung the scythe. I guess I didn't hold it for long enough, or did but where it pulled me to wasn't on solid ground.

(+2)

the game looks good but i didn't understand the objective of the game until i read the "about" section in the game's page, i was a bit confused at the end 

Developer

Thank you for the feedback! We're glad you understood the objective in the end.

(+2)

I like the hook it reminds me of Pathfinder from Apex, I wish there was more content ^^

Developer

We're glad that you enjoyed it!

(+4)

The best game ever

Developer

Thank you!