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A jam submission

DnD: Death and DismembermentView game page

Physics-based melee carnage in a fantasy industrial world
Submitted by Static Leap Studios (@staticleapgames) — 5 hours, 29 minutes before the deadline
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DnD: Death and Dismemberment's itch.io page

Results

CriteriaRankScore*Raw Score
Rate the Technical Complexity & Execution.#82.9092.909
How much fun was the Boss Fight to play?#82.3642.364
Did the game include 2 distinct game genres and how well did they mash together?#82.8182.818
How well thought out was the design of all characters involved?#92.8182.818
Was the game well polished?#92.7272.727
Overall#92.7272.727

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

There's something addicting about this game for me, I loved all the iterations of it. The top down map was great and worked well, I appreciated that the player moved faster on a trail than when not. Well done!

Developer(+1)

Thank you for the feedback, it's really nice to hear that!  I've got multiplayer working in my dev build and hope to get some more life in the top-down map for the next release (and a new set of weapons).

Submitted(+1)

Love the overworld addition! Its great to see you further and further develop this!

Nice idea for the "centipede" boss, fits with your previous theme (I was wondering how you were going to pull it off this time).

I would like to thank you for making the receptionist the only person in the little hub, it took me a while to realise I had to leave the place to go and find the monster (that was easy enough with the exclamation mark!). But I was worried it would be the tournament arena again and I would be lost for days..

Developer(+1)

Thank you for the feedback!

Yes, I realized that making the HUB area a "multi-functional" level with all the interactable NPCs was a bit too unclear/clumsy to navigate with the mouse-movement controls.  Valuable lesson learned!

(+1)

Great to see you build this game up through the jam.

Developer

Thank you!

Submitted(+2)

How well thought out was the design of all characters involved?  
Since you can be who you want to be and make a fighting style that suits you, it pretty good. Also pet!

How much fun was the Boss Fight to play?  
I got hard carried by my pet and some random sidekick :) but it looked creepy.

Rate the Technical Complexity & Execution.  
Must have a lot of mechanics by now so must be complex, execution could use a little improvement. The boss felt kinda rushed. (or the one i killed, dunno if there is more)

Did the game include 2 distinct game genres and how well did they mash together? 
The game definitely been expanding through this gamejam, so it kinda have more then just 2 game genre at this point. So with more fine tuning it could be a fun game.

Was the game well polished? 
The physics still feels very wonky, sometimes when swinging in the weapon it just stays stuck in one place, it would benefit greatly for a more smooth motion that rotates it from the player, rather then the blade of the weapon.

Developer

Thank you for the feedback!

Was the boss you fought the Arcade shoot-em-up Centipede (you follow the "Boss Fight" quest chain to find them at the village in the overmap)?  I just posted a walkthrough video if you're not sure.

Which weapon was getting stuck for or rotating from the blade?  If you have a screenshot it would help me troubleshoot.

Submitted(+1)

Yes it was the centipede boss :) i did not have problems finding or killing it so its all good. 

*
This is the weapon, sometimes it just stops spinning even when rotating the mouse in the momentum. 

Developer (1 edit)

Okay that's helpful! I just tried replicating it, but wanted to check a couple things with you to help me nail it down:

1. Were you in fullscreen?  Using multiple monitors/displays?

2. Were the controls set to default?

3. Which browser/OS was it?  Any special language settings?

4. Were you near a downed enemy (with prompt for nonlethal takedown)?

5. Did you have an offhand equipped or click left or right mouse button when it happened?

Thanks!

Submitted(+1)

1. Were you in fullscreen?  Yes

2. Were the controls set to default? Yed

3. Which browser/OS was it?  Any special language settings? Google chrome, Danish.

4. Were you near a downed enemy (with prompt for nonlethal takedown)? No particular place, it also seemed to do it in the shop and in generel anywhere i went.

5. Did you have an offhand equipped or click left or right mouse button when it happened? I were only rotating my mouse at any given moment. So its possible that i just dont understand the mechanics well enough, but as i understand you are suppose to rotate the mouse, to create momentum but it feels (to me) that i just get stuck on sometimes.

Here is a video, skip to 15 seconds in, after that point i cannot swing it for several seconds. 


Developer(+1)

Ah I see what you mean now, with heavier weapons or maybe when the center of gravity is farther away it takes wider swings to get it moving again after the momentum dies from a collision.  Coupled with weight from weapons and armor making stamina drain faster, it can get sluggish in the middle of a fight.  I'm hoping when I get a chance to get some more weapons/armors in, there will be a sweet spot for everyone's playstyle with weight/balance.  

That's the sort of thing I just got used to while developing it so I subconsciously compensate for it, thanks for showing me!