Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Dusk of EmulchView game page

The World is falling out of control, and Emulch's minions are growing stronger. Will you be there hero to save it?
Submitted by Eitrum — 18 minutes, 56 seconds before the deadline
Add to collection

Play game

Dusk of Emulch's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#7243.7343.734
Fun#10323.2193.219
Overall#14723.1413.141
Originality#34342.5632.563

Ranked from 64 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
As time passes, the world get's further out of control

Did your team create the art for this game during the 48 hour time slot?

No

We used pre-existing art

Did your team create the audio for this game during the 48 hour time slot?

No

We used pre-existing audio

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 51 to 41 of 51 · Next page · Last page

Feels like the jam's theme was worked in as an afterthought. While the game is large, the amount created for it (none of the art or audio?) is a little disappointing. The audio levels are really hard to deal with, I couldn't play with headphones because some of the characters were too soft while others were way, way too loud. I think more effort put into the gameplay mechanics and the theme of the jam would've been very beneficial to this entry.

The "Stamina" mechanic does nothing. So is 'Roll'. it's completely  useless.  Enemies has no indication of attack. Different weapons also useless because everything dies in 1 hit regardless. I don't get why anyone would call this game good. You should've spent more time on actually put in some thought in gameplay rather than voice over.

Developer

Sorry that you feel this way.

Stamina actually makes you unable to attack if you get below a specific point, I decided to not include the roll in stamina due to balancing. Stamina also makes enemies be able to attack x amount of times until they need to retreat and recharge. Not all enemies dies in 1 hit, there is further down in the quest line multiple enemies that need multiple hits. Yes I could have spent more time on actual gameplay and mechanics, but writing an AI, quest system, event triggers, combat with multiple types of enemies... Actually building quest line, that also is about 2-3x longer than you played as "everything dies in 1 hit" would indicate. The enemies is 100% dodge-able and due to having immunity frames during roll, as can the enemies dodge your attacks.

But yes, I could have focused a bit on gameplay.

You don't need to be sorry for anything. I'm not "feeling" this way, don't get me wrong i'm not angry or anything. I just trying to help with critique.

 "Stamina actually makes you unable to attack if you get below a specific point" - why? it does not have purpose. Stamina mechanic requires multiple ways to use it to add strategic element on when and what ability to use in the moment or won't let you spam abilities. Applying this concept to your game we can clearly see that it makes no sense, spam autoattack is completely justified by long swing. 

"Stamina also makes enemies be able to attack x amount of times until they need to retreat and recharge". - The point of enemies using this mechanic also didn't work because it is again doe's not anything to the gameplay itself, even more I was thinking that is just bad AI when enemies stopped attacking for no reason. 

"Not all enemies dies in 1 hit, there is further down in the quest line multiple enemies that need multiple hits" - regardless even in this section of the game weapons changing 3-4 times with 0 changes in gameplay itself.

"Yes I could have spent more time on actual gameplay and mechanics, but writing an AI, quest system, event triggers, combat with multiple types of enemies... Actually building quest line, that also is about 2-3x longer than you played as "everything dies in 1 hit" would indicate. " - You could've save yourself a lot of time and effort by cutting out features that your game idea doesn't need.  You spent a lot of work creating a "Set of features" not a "Game". No one cares how long game is if it's not interesting or fun in the first place. Again i'm not hating . 

"The enemies is 100% dodge-able and due to having immunity frames during roll, as can the enemies dodge your attacks." - same stuff here, yes I didn't play game "far enough" but it does not do anything to the combat itself. You either killing by pre-firing without taking any damage or getting killed by to many enemies from all sides there is no in between. Also they didn't use "Role" to actually dodge my attacks, they were only charging in with it.

I really hope this would help you to improve. Again do not take this feedback personal. 

Submitted

Definitely effort went into this. Game looks good. I don't like the enemies increasing, they increase too much. With some counter to deal with the increased enemy count, it could be fine. Quests could also be a bit more interesting. Good job!

Submitted

The scope of this game is pretty huge for a 48 hours jam, so well done for pulling it off! I also loved the visuals and the general atmosphere of the game. Good job!

Submitted

This game is veryy cool! i like it , a huge game for a 48 hours jam, Amazing! rated! please check out my game too :D

Submitted

wow, this is quite the game! stylistically gives me notes of Breath of the Wild, and this is a huge game to make for a jam, which is very impressive. there is, however, definitely room for polish in this game, my biggest complaint being the frame rate. but overall, fantastic work!

Submitted

The game is too much graphic intensive for my PC, so i wasn't able to play it proprelly... The game looks fun too, so it was really a shame...

Submitted(+1)

An impressive entry! I loved the level design after you leave the prison, looks really well done. The controls sometimes feel a bit floaty, and it’s difficult to judge whether your attacks (or enemies’ attacks) will hit or be out of range.

One bug I’ve encountered: after leaving the prison, while fighting the goblins they sometimes pushed me into rocks, after which I couldn’t move at all (despite it looking like nothing should be in the way). Neither movement, jumping nor rolling worked, I had to restart the game.

This has the potential to become a really fun game. I hope you’ll keep working on it, I’d like to see how it grows in the future. ;)

Developer

Hi, thank you for your input, I have seen the movement bug appear a bit more recently, I have not yet been able to track it down sadly :( I think it might be something with how I handle slopes. 

Me and my friend is discussing if it's worth taking it further after the game jam as building an RPG require quite a lot of investment and time. (and we would need to scrap this anyway)

Submitted(+1)

Alright, it's a big game and I guess that's cool but I really dont see how it fits with the theme? The only mention I saw was of Hilda saying the land is out of control because there are enemies but I dont know if that really counts. Otherwise it's quite playable, with some simple movements and attacks that work just fine. I did encounter a bug once where I just couldnt move and had to restart everything. I do have a question though, I realise you didnt make all the art and audio, which is fine, but did you also borrow scripts, like character controllers for example?

Developer

Thank you, 

Yes I do agree that the theme was a bit slapped into the game, as you progress the world got more out of control and spawns more and more skeletons to stop you from completing the quests. (but yeah, bit slapped on) 

I did write all of the behaviors, movement, attacking, AI and ofc questing system.

The few thing I have since before is a lot of extensions and tools that makes coding a lot faster. One great example is myArrayOfSomething.RandomElement() <- returns random from array. Some conversions between Vector3 and Vector2 that makes it 1 line instead of multiple.

It's about 2900+ lines of code for this project without the toolkit I was using.

Submitted(+1)

I think playing it without killing the enemies directly made it fun, just using the jump and the environment to align up enemies until they kill each other.

Developer

I guess that's one way to play it. It's a valid strategy to kill the last boss as you need to get a lot of hits on it.

Submitted

I guess, that was the knight creature. Yeah that did take a lot. But it was cool bouncing around on the walls and kinda boundary breaking the game to avoid enemies

Submitted(+1)

This was really cool to experience! I definitely plan to come back and play it in full when I have time! There are obviously things that could be improved, mainly in the genre of polish (animations, enemies falling from the sky, combat, that kind of thing), but just seeing what you got done in 48 hours is astounding, and I wasn't even able to get to all of it! This is really solid, and I think you should definitely keep working on it for a post-jam release; I would certainly love to see what you can do given the time you need!

Viewing comments 51 to 41 of 51 · Next page · Last page