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Please leave feedback if the idea of our game is interesting enough to continue with.

A topic by Saito Interactive created Oct 25, 2023 Views: 111 Replies: 4
Viewing posts 1 to 3
Submitted

Necronomicon ScreamJam2023

The basic idea was to have a dark exploration game that requires the player to use a light source. Similar to some games where a flashlight is used I thought it might be interesting in a medieval setting with a torch. Due to time the game ended up being more of a demo/proof of concept.

For some reason I ended up wanting to spend too much time learning how to animate in Unity and make first person combat, but in the end I think a game with much less combat and much more exploration would be more interesting. I should have spent my time on the exploration part of the game and less on the combat.

Submitted

Ok, here goes my feedback:

Feedback:

The torch could be a little brighter, I struggled to find the first door after getting it;

The stamina takes too long to replenish / we have too little stamina on the start. It took long to kill the cultists because I just had to walk around and wait for the stamina to replenish.

I didn't worry about blocking because the enemies missed all attacks since they had to stand still to hit. I just moved a few steps back every 2 attacks and waited for stamina to replenish.

The trap is obnoxious, there was no way to know where it was and I took hit from it 3 times looking for the damage source. It could have at least some sound when hitting you.

Pros:

The overall experience is pretty good. There are no bugs;

The atmosphere is pretty good for the theme.

The sound effects are pretty good (You guys just forgot the trap)

The UI is pretty neat

My opinion (This isn't what I expect for the jam, it's something your game could use if you plan to keep growing the project!):

Add weapon variety: Some big weapons, like hammers and claymores are nice for these kinds of games;

Ranged items:

The game could make use of a few light areas so that you could use a ranged weapon. Or, throw something with a light to use ranged weapons;

Some consumables that can be found around the dungeon. They don't need to be HP potions, they could be a light source or some sort of buff/debuff for you/your enemies.

Submitted

Originally I wanted to make a few weapons, maybe 3 and have them be used on different enemies. So for the skeletons a blunt weapon, humans the sword and the cultists/possessed some sort of magic weapon. Too ambitious for a short jam like you said though.

With the combat I originally wanted it to be a lot more methodical and slow, but I didn't have time to tweak the enemies and everything so that's why the combat is pretty meh. The enemy attack animations I chose from Mixamo were also too slow so like you said you can just back up. Originally I was going to make a ranged enemy so in a room you might have to fight a ranged and melee enemy.

The idea with the trap was that the player could only see it with the torch, then hit the lever to deactivate it. The problem is the game is too dark and the spikes model should've been taller to you don't have to look down to see it. On my monitor it looks a lot brighter and you can see the trap and the switch. I need to calibrate my monitor to be more what a normal person would be using. The original trap idea wasn't spikes it's just what I could find last minute. Something more eye level would've been better.

The end cultists were rushed. I wanted to have maybe 3-4 normal low health cultists and then a "boss" that was protecting the book. Ran out of time and just increased the health. The artist also made a variant cultist with tentacles sort of tying in the lovecract/necronomicon theme, but ran out of time to add it.

Submitted

Nice ideas! If you end up growing the project I'd be happy to test it and give more feedback. I think your game is pretty good for something made in 4-5 days. Keep at it!

Submitted

If you could leave a rating for my game, I'd be pretty happy too!
https://laranja2.itch.io/theevilclergyman