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A jam submission

Dark DivinityView game page

Submitted by Cyber5 — 8 minutes, 18 seconds before the deadline
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Dark Divinity's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#932.3573.333
Sound#1041.8862.667
Overall#1151.9742.792
Gameplay#1181.7682.500
Theme#1211.8862.667

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Umm is it allowed to update your game while in voting period? I saw you commented a balance update haha

Developer

I got permission from the host in discord as it was only a balance update. I know there was a lot of confusion as some other people were asking the same thing so I played it safe.

Submitted

The comments below cover every suggestion I could give you. But I can give you my compliments.

Nice graphics and music. The concept fits the theme and is very interesting.

Keep up the good work!

Developer

UPDATE:

Fixed bug from AsFunAsFun's stream where health bars stopped spawning after playing more than once 

Small balance update as I noted some comments saying it was too easy. 

  • Time between enemy spawns reduced 
    • Old: 12 seconds 
    • New: 11 seconds
  •  Amount of enemies that spawn increased 
    • Old: 1 + (score / 10) 
    • New: 1 + (score / 5)
  • Added diminishing returns on overload 
    • Dark
      • Old: 1 + enemy_count+ (20 / enemy_count) 
      • New: 2 + (20 * (1 - (enemy_count / (enemy_count + 3))))
    • Divine
      • Old: enemy_count + (25 / enemy_count) - 1
      • New: 30 * (1 - (enemy_count / enemy_count + 4))))

Should be significantly more difficult now. However, it's still a ramping difficulty. Now it get's harder ~10 points rather than having to wait until ~100 points for a challenge.

Submitted(+1)

Played on stream here: https://www.twitch.tv/asfunasfun

Really fun once I understood how the heal mechanic works! Nice job!

Submitted(+1)

I loved the mechanic, the execution could have been a little better. Having to balance it seems really cool, but I often sat blocking waiting for my bar to lower. Movement felt fine to me lol, the dodge seemed somewhat unnecessary, if there was an attack I couldn't block with my shield then I would probably use it then. Visuals and soundtrack were both nice. It's a cool game!

Developer(+1)

Thanks for the feedback! I actually built the dodge alongside the movement (before the whole idea came together). I didn't want the work to go to waste so I just left it in. Although the dodge comes out faster than the block I agree it is pretty useless since blocking has no limit.  

I might look into adding some more enemies types. Like a ranged enemy that shoots slow moving projectile but can't be blocked.

Thanks again!

Submitted
Deleted 2 years ago
Developer

Yeah, I had trouble nailing the movement. Thanks for your feedback. About difficulty, it gets extremely difficult ~100 point mark. I might change that as  it takes some time to build up.

This is how the spawning mechanic works: 

Every 12 seconds, the games spawns 1 + (score / 10) enemies. So when you have 100 points it spawns 11 enemies every 12 seconds. This sorta balances it out and prevents infinite scores. So even though you can block infinitely eventually you will get overrun. Even if you play perfectly, swinging your sword once when surrounded by 100 enemies will increase your dark magic bar by  5 * 100 which is enough to fill the dark magic bar 10 times instantly and deal 100% of your hp. It's supposed to be easy to start but gets harder the more points.

Thanks again!

Submitted(+1)

I think this is a really cool concept , and the art is amazing, music/sound is good too!, i think a death sound is needed. I just think the game play is kinda dry to me.  it takes to long to gather dark energy to swing sword again to me , to long imo, and when blocking you do not even have to be facing the right direction, so blocking is overpowered and than just swing again to keep your divine and dark power balanced. i would of added a health bar rather than if enemies attack you while swinging would take away more dark energy... cause swinging the weapon is really fun and cool looking, let me swing it more dang it XD 

Developer (1 edit)

Thanks for the feedback. I was planning on adding a dodge cooldown and a limited block but ran out of time lol. 

This is how the spawning mechanic works: 

Every 12 seconds, the games spawns 1 + (score / 10) enemies. So when you have 100 points it spawns 11 enemies every 12 seconds. This sorta balances it out and prevents infinite scores. So even though you can block infinitely eventually you will get overrun. Even if you play perfectly, swinging your sword once when surrounded by 100 enemies will increase your dark magic bar by  5 * 100 which is enough to fill the dark magic bar 10 times instantly and deal 100% of your hp. It's supposed to be easy to start but gets harder the more points.

I might update the balancing to make it more difficult faster as I understand not everyone wants to play the game  for 10 minutes lol.

Thanks again for your feedback.

Submitted

i too am learning this XD