This is spectacular. I wouldn't be surprised to see this show up on Steam in the not-too-distant future.
Play game
Vampire: No Survivors's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #15 | 4.407 | 4.407 |
Presentation | #21 | 4.682 | 4.682 |
Overall | #40 | 4.327 | 4.327 |
Creativity | #677 | 3.891 | 3.891 |
Ranked from 884 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?
You play as the Vampire, controlling hordes of minions against the Survivors.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
Pretty polished game with a simple, but addicting, concept. Obviously, one of the best executions of the "reverse Vampire Survivors" games here.
It's very impressive how you managed to make pretty much a complete game in such short period, great work!
This is the best game I've played at this jam so far. 48 hours? Holy shid, how big is your team? ?
Just curious, how much experience do you guys have working on this stuff? I'm a programmer myself and I could probably have implemented everything here, but it would take me WAYY longer than 48 hrs (of course I'm still quite new to game development and Unity relatively speaking). Just wanting to know so I have an idea of how much work I need to put in to be good at this.
That being said, amazing job! So polished and fun to play.
Hey, that's an interesting question! Unfortunately, you might have to spend quite a lot of time and effort to get this efficient. I have been making games since I was a kid, and I also have a Master's degree in Computer Science and I'm currently studying Media and Arts in another university. In addition, I have taken part in dozens of game making competitions and game jams for more than ten years now.
Now, all this might sound pretty intimidating, but I believe you can achieve this level way faster than I did. I was quite unfocused, and only started getting this good few years back. Mastering art or programming takes of course a lot of practice, so for that you just need to make more games, for example by taking part in various game jams throughout the year. When you get the basics down, start focusing on making the games fun! I personally believe most of the fun comes from a good challenge with enough player choice, satisfying and frequent feedback and good pacing.
Watch videos like GMTK and GDC, read tweets and blog posts from other developers, and most importantly make more games, and you'll get there!
I just finished my first year of my CS degree personally, so it looks like I have a long ways to go lol.
A couple unrelated questions:
How do you deal with PlasticSCM overwriting scene stuff? (ie. parameters set in the inspector, objects created in the hierarchy, etc.). This was a frequent issue when working with my partner.
Is there any chance I could take a look at your code/Unity implementation of things? I know this is a big ask but I feel like seeing work from someone very experienced could be a really good learning opportunity for me, especially since I've decided recently that I want to take game dev more seriously.
It's OK. I felt like I was mindlessly spending money most of the time, not really strategizing.
This game kicks ass! What more needs to be said? The controls feel super responsive, the mechanics are well designed and balanced, every aspect of this game feels remarkably polished. The only thing I could possibly complain about is the music being somewhat repetitive, but that's small potatoes next to the dopamine shot this game is. Good job!
It is such a complete game, I don't know how you made it in 48 hours. Does the time flow slower for you???
LOVED IT (and played it a lot haha)!
The game is completely beautiful and it just feels great to play. Congratulations!
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