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Enygmatic

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A member registered Jul 18, 2018 · View creator page →

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I like the visuals and the sound design was very well done, and while I like the idea of a sort of Diablo type game the combat does suffer from some issues.

Specifically swinging the sword is really slow and sluggish, and with no way to block it becomes the weakest attack in the game. Since there was no limit other than a recharge time, I simply cast fireballs at enemies from a distance until they're all dead. And this strategy worked up until the banshee enemy, which while it was cool that suddenly an enemy was speaking to me and could withstand the fireball cheese, it was disappointing that she had the same model as the noonwraiths.

On a technical side the performance could be kinda choppy at times, and I did run into a couple bugs. One was when my character could be flung back by running into an enemy, which while weird wasn't game breaking or anything. But the second one was, I spoke to Baba Yaga a bit too close to her houses legs, and when the house turned to become the store, I got stuck in its collider and was unable to move. This prevented me from completing the game.

I made it as far as the fork in the road where you either live safely but without rest, or die with knowledge.

Overall though I think this was very impressive for being made in only a week. I didn't expect a large hack and slash game with a store, melee, ranged, and magical attacks and a simple dialogue system.

Good work!

I think the visuals work for a pixel style platformer, but the music (while good I think) felt out of place for an ancient Egyptian themed game, and the item pickup and enemy kill effects I think would've been greatly improved by adding even simple sounds.

As for the gameplay itself it felt pretty floaty, like the world was in zero gravity or something. I also noticed my character would glitch into platforms and sometimes end up with platforms running directly through his stomach. It was also kinda weird picking up coins because sometimes my character would just walk through them and nothing would happen, other times the coins would block the characters movement entirely.

The lack of direction for proceeding through the menu was also a bit weird, and unfortunately I tried every button but for the life of me could not get past the screen describing the matching puzzle rules.

This could be fun, but is pretty buggy for the moment.

This looks cool and I like the idea behind it, but after trying for a few minutes I had no idea how to actually attack the hydra. I would suggest in the future if you don't have time to make a tutorial then possibly paste a list of controls in the game description.

For all I know this could be a fun game to play, but I didn't know how to progress.

I love the idea of reversing the myth and playing as the monster, but I agree with the previous comments that it shouldn't kill the player if they run into walls (which seemed to happen to me as well). Because its incredibly easy to overshoot the movement, in fact its almost optimal to mash the keys to move as quickly as possible were it not for it killing the player.

I did actually manage to win once I had the pattern down of who escapes the fastest, but its kinda  a steep learning curve without an explanation of whats going on.

This was a fun  one, trying out the different gods and their different attacks was cool, and man having a bunch Zeus' planted at the beginning of the path feels so satisfying (even if it is arguably stupidly OP).

At first I had no idea what the second currency was for, until I realized each god had their own upgrade path, which I did not expect for a week long jam! This could be expanded into a bigger game with more gods, powerups, and enemy types.

One issue I do have is that there seems to be no way to not place a god after you've selected one of their icons. This caused me to accidentally place multiple gods I didn't intend to, and if this happened earlier on or at a crucial point in a wave I imagine it could easily lose someone the game. Also unless I missed some blatantly obvious clue there was no way to see which god you currently have selected to spawn after you've clicked on them. 

In general though I enjoyed the game and got up to wave 21, great work!

This was a fun  one, trying out the different gods and their different attacks was cool, and man having a bunch Zeus' planted at the beginning of the path feels so satisfying (even if it is arguably stupidly OP).

At first I had no idea what the second currency was for, until I realized each god had their own upgrade path, which I did not expect for a week long jam! This could be expanded into a bigger game with more gods, powerups, and enemy types.

One issue I do have is that there seems to be no way to not place a god after you've selected one of their icons. This caused me to accidentally place multiple gods I didn't intend to, and if this happened earlier on or at a crucial point in a wave I imagine it could easily lose someone the game. Also unless I missed some blatantly obvious clue there was no way to see which god you currently have selected to spawn after you've clicked on them. 

In general though I enjoyed the game and got up to wave 21, great work!

For an unfinished game I think this had a great charm to it, reminds me more of the old Lucas Arts point and click games. The art looks very nice, voice acting is always nice in a game jam entry, and the music was pleasant.

I did see the issue where the narrator would speak past the text though, and it was a little confusing a but I managed to catch up by clicking ahead.

As for the minigame itself, the controls were easy to grasp and it wasn't incredibly janky. Though I'm honestly not sure I caught any fish, the hook or bait swinging also looks like a fish wriggling on the line. So if I were to make a suggestion, maybe differentiate between the hook and some of the fish a bit more visually.

Overall it painted a nice little idyllic picture. For being a single scene of a game it's pretty solid. Good work!

As everyone else said previously the art, audio and general presentation is amazing for a jam game! It was a nice little summation of a piece of mythology I was unaware of, and I always like learning about other mythologies. The gameplay is simple but it works for telling the story and perhaps making the player think in the same way as the man in the story.

Great job!

Odd that there's no comments on this one since 7 people have rated it.

I thought it was fairly simple overall, the gameplay itself consisting of walking and pressing W and S when prompted. This made the fight against Goliath fairly straightforward, though also kinda unengaging since it effectively consisted of just waiting for Goliath to attack. I do like how the "tutorial" at the beginning mimics the actual combat though, kinda reminds me of how fighting the dummies in Jak and Daxter prepares you for the actual enemy attack patterns.

Overall not bad, but does feel kinda empty. Oh and FYI it is entirely possible to climb up onto the rocks and part way out of the map, I actually got myself stuck.


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I honestly didn't know what to make of this game. The setup of it being a museum section was interesting. I almost thought for a minute that the statues were going to come to life or it would be some form of subversive horror game. Because as I started walking around the lights started going out and I thought "oh this is nice and creepy, the lights are going out and I'm gonna be trapped in a dark museum with spooky statues at night".

But then I realized, the lights weren't actually going out, it was just the occlusion culling or lighting being weird. When I turned away from certain lights they would become disabled, and then I started noticing other odd things. I could walk through several of the statues, and there were two brown planes over these chalices that looked sort of like they were supposed to be fire pits but it was just a brown rectangle that was invisible from the opposite side. The cursor not locking when using the pad for the door was kinda annoying but it's not unusual for jam games. It was incredibly strange though when I was able to walk through the door by walking into the right side of it, and then walked off the map and fell down onto the black box beneath the map.

And since I didn't fall forever I thought "Oh, god maybe they're getting really meta with this", but no there didn't seem to be anything I could do outside the map.


So I restarted the game, and started scouring the map for anything else, and by focusing on the title of the game being the "Gorgon Sisters" I decided to start looking closely at all the female statues. Eventually I was able to get the door code by looking at them all, but only by thinking in a more meta fashion, and then by brute force I got the door code. And I don't know if there's anything after the end screen but I didn't find it.

So I'm honestly still not sure what the hell to think of this game. It feels like there was some effort put into it, but it very much feels like someone's first experiment with Unity.

I don't know if it was intentional or if it was just a part of some free asset or tutorials script, but I do appreciate the ability to crouch and zoom. Made looking for clues a little bit easier.

Congrats on submitting.

So far all the Total War fans seem to like this game, so I'm happy it succeeded in that regard! I'm honestly also surprised it worked out as well as it did, since I've never done anything close to this before.

You're absolutely right about the difficulty being too low, and that was intentional. The players units are almost across the board a step above the Saxon soldiers, in fact if you double-click on the enemy unit banners you can even see the difference in stats. This was because I figured very few people in the jam would be familiar with the Total War franchise (though so far there's more than I expected), and I wanted anyone who honestly tried the game to be able to win. I had issues with my last game being so difficult a few people couldn't make it to the end, so I didn't want a repeat of that. The cavalry I specifically buffed so that players who were not great at micromanaging and cycle-charging could still keep them alive. If this were for a non-jam game, or if I had more time to add mechanics and balance values then I would definitely make the game more challenging.

I was actually going to make an intro cutscene for the battle but didn't have time to do so, so I'm happy the lore dump was sufficient!

The unit placement I actually relied quite heavily on a tutorial project by Jonas Mun, so all the credit goes to him for figuring out how to drag out formations and for being able to pivot the drag around a point. But I did have to sort out how to make units move to the destinations, and to break out that functionality so it would work on any units selected rather than just have one rigidly defined selection. I'll likely write up more on what I had to do after the jam.

Thanks for playing, and for the feedback!

Thanks for playing!

This was excellent! The art style was great, the level design clearly had a lot of effort put into it and the gameplay was fun. I don't think I've seen a stealth game where you control mobs, but it works a lot better than I would have thought.

The only issue I had is that it took two buttons presses or scrolls to switch monkey groups, I think it would be more responsive if that could be changed so it always only took one button press or scroll each way.

This was a great entry, a shame it has so few ratings.

I finally had a chance to play this one, turns out I did need the x64 version desktop .NET core.

The game played pretty smoothly and was fun to play as the number and difficulty of enemies increased. The sound effects and voice acting were great, and the enemy variety was surprising for only a week of work.

The moving snake hair indicating Medusa's health was cool, and being able to use statues to block enemies added a nice dynamic to the game where the player could strategize where to block off.

Excellent work!

My main goal for this game was to capture the same sort of feel as Total War, so I'm happy another fan found some enjoyment in it!

The map is definitely the most undercooked part of the game, more detail or at least different textures would be much better. There are lots of trees, but off in the distance since they're just sprites. The game could chug at points even on my machine so I didn't wanna put too much detail into the background. But you're right about perhaps having some dirt, or rocky ground textures to break up the endless green grass texture.

I did purposefully omit objects that were not part of the ground itself though, as you may be aware as a fan of the Total War franchise, things like rocks and trees can really screw with unit pathfinding. And if its an issue for a big studio with years of experience it's absolutely gonna be an issue for me doing something by myself in a week. It would be neat to try out objects in the terrain in the future with this project, but I simply didn't want to risk anything that could really break the game.

The UI could definitely use sprucing up, but I intentionally left it minimalist to avoid cluttering up the screen. And I did look at free UI packs, but none of the ones I looked at really seemed to capture the feel of what I would have liked to have. So I just left it as default Unity UI look. And I do realize that it still has issues with confusing people even at a minimalist level, but I think the issue could have been exacerbated if I tried to make it closer to something like Warhammer 2 or Three Kingdoms.

Thanks for playing and for the feedback!

This is another myth I was unaware of so that's nice. I knew that numerous Russian principalities became subject to and eventually broke away from the Golden Horde, but I've never heard of this particular story. I like that you included an explanation of the character and the background of the myth to provide context.

The game itself is surprisingly difficult, it was hard to when an enemy was in range, and the fact that misses seem to also damage you somehow don't help with the difficulty. I think it would've been better to have only one enemy at a time come at the player at the start, and have it ramp up from there.

The visuals for the warriors was quite nice and the animation seemed to have a fair bit of effort put into them. But sadly I didn't see them for more than a few seconds.

You did good, the game just needed more time for balancing I think.

This was neat for a start of a game, I liked that items which could be picked up are highlighted when the player walks into them. The billowing cloak looked nice too.

Nice work on a base for a game.

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I like the visual and audio focus of this game, felt nice and snappy and had a nice charm to it. Though I didn't manage to get too attached to any of characters and there never seemed to be any consequence to cursing people.

But there's definitely a solid base here for a bigger game, if it was possible to either have say the thief executed by the officer, the  boys family robbed by the thief, or the blacksmith become destitute then I think that could really force people to think hard before cursing or blessing anyone.

Also as a suggestion for the UI maybe have the indicators from townspeople be a bit brighter. I actually only found out there were characters other than the blacksmith, boy and prostitute because of jonathons review.

Good job overall though!

I fully admit I'm not much of a card game player, so I couldn't tell you how this stacks up as a card game. But it was easy enough to figure out how the game plays, being effectively rock paper scissors. The illustrations of the gods are great, and really capture that hieroglyph look. I do wonder if there was some issue either on my end or with this build, because I see SFX and music was credited to someone, but I didn't hear any audio in the game to speak of.

As for the rest of the game its clear that a lot of effort went into the design and visuals. I think it would have been nice if the reset, skip, confirm, etc. buttons could have had the same look as the menu buttons though. But this is a jam game, and I'm not one to be talking about bland UI.

Great work!

This was an interesting game, the only other game I can think of where you can strategically use your own dead body is Neverlooted. At first I didn't understand the game, but after a quick read of the tutorial it started to click. I like how the movement points available after a move are displayed, gave me a good idea of how close I could get to Medusa without getting myself killed. Though I did screw up the first time and thought I had to move to Medusa's tile to kill her instead of pressing spacebar so I had to restart. But after I restarted I was able to kill Medusa with only one or two deaths instead of 8.

There isn't much to speak of on the audio side, I think the music is fittingly dreary, and I do appreciate that it can be toggled off if need be.

I do have a couple issues with the pause menu though, the fact that there's no resume option was a little confusing at first. And the X to close the menu is kinda hard to see against the level map. I would suggest either replacing the X button with a resume option, or perhaps put a background against the close button so its a bit more visible.

Overall though nice work!

Yeah the camera controls were troublesome to get working nicely, I would've liked to make the scheme closer to the Warhammer entries in the Total War series but I didn't have time for that level of polish. So I just made sure to include an option to freelook around so the player can adjust their view as needed. Also that method is arguably the smoothest since that's how I usually move the camera in strategy games, so I guess my bias is to blame for some of the lackluster controls, sorry about that.

But I'm glad you liked it, thanks for playing and for the feedback!

Well this game certainly lived up to its name, I was incredibly relaxed while my own civilians were sacrificed after I ran out of my initial allocation of slaves. The graphics, controls and music all give it a nice warm feel to the game, like a good late 90's early 2000's city building or tycoon game.

Some of the mechanics were a bit confusing at first, like I built a lot of the buildings with the corn logo on it because it said "Provides space for 100 food" and I thought that was similar to how houses could provide space for people. It wasn't until after I upgraded the temple the first time that I realized the other buildings actually provide food rather than simply increase the food limit. Outside of that everything was pretty straight forward.

I ran the game until I got over 2k civilians and ore food cocoa and slaves than I knew what to do with. I don't know if there's an endgame or not but here's where I left it:


Overall its quite impressive, great work!

This one was really fun to play, attacks and movement felt pretty smooth, and there was a good variety of enemy types that had their own moveset. I also kinda liked the strategic layer to it where you can pick off smaller groups of enemies by luring them away, made the bigger areas a bit easier. And I also liked the idea of making spears damage multiple enemies and retrievable, but limited in number, also forced to use them with a bit more thought like "Ok if I throw them from this angle then I'll have to circle around this way. If I throw a spear at this enemy now then I don't know how many other enemies I'll piss off just to retrieve it".

I also liked the lore dump for each stage so it felt like a journey, so you picked a pretty apt name for the game. Though I think it might be better to have the first block of text fade in by itself, since I avoided pressing Enter for a bit in case I accidentally skipped a cutscene.

I wasn't crazy about the music but it was fitting sometimes. It seemed oddly chill in the levels themselves, but the lore background music I thought was good.

Great work!

Another try not to die game based on Icarus. I liked how you have to balance water versus heat, it made sense and allowed the player a chance to recover from mistakes. But the music and sound effects quickly became annoying, some volume options would be nice.

Of the numerous Icarus games in this jam I thought this was pretty nice though. Good work!

Yeah the game suffers from a lack of overall polish since so much focus and effort went into the base mechanics. In general I usually end up focusing on features and then using free assets to fill the gaps, so yes the visuals are only meant to be functional at least to the point the player can differentiate between British and Saxons soldiers. It was also partially kept simple so performance wouldn't get too horrible, its the same reason why shadow distance is so low and why soldiers turn into sprites once the camera is far enough away.

Though I feel I should point out all the animations, clothing, hair, armor and a good chunk of the weapons I made myself (which is why they look noticeably worse than the characters themselves).

The interface does need more explanation definitely, it was purposefully minimalistic both to limit scope and hopefully avoid confusing players. Unfortunately it generally seemed to completely fail at the latter for those unfamiliar with the Total War series, even with friends who do like RTS games. Speaking of which I assumed most people in this jam wouldn't be fans of RTS games, since games with lots of values and mechanics usually aren't jam-friendly. And the utilitarian controls and visuals make for a rather plain experience so don't feel the need to apologize, the thought went into the controls and making sure the game didn't break.

Thanks for the feedback and for playing!

I managed to finish 2 of the 3 minigames, I've never been particularly into the flappy bird style games so I did terribly at the Icarus game.

I pulled out a win on the fishing game by moving far to the left and lowering the fishing line off-screen. Surely not the intended way to win but a possible way nonetheless. I did run into the same issue as the other comment where it took a bit to figure out the hook has to be under the coin, it makes sense but if time allowed it would've been nice to have some more hinting in that area.

The tapestry game was odd, though funny at the end with the text description. But it did seem broke  sometimes because it got kinda hard to tell what webs would slow me down and which ones wouldn't. And there were a couple times I would get to the top first but the "victory" text wouldn't display.

Not bad overall though.

This was a fairly strange and janky game (and I say that as someone with a very janky submission).

For me the sound never worked at all, anytime I started this game somehow the sound would not work on my laptop for any app at all until I restarted. I understand from the other review that there's decent music in the game, but I was unable to hear it. This issue may not be the games fault but I can't really approve of what I don't hear.

The camera is horribly awkward to control, sometimes it would randomly cut to the inside of my characters chest, and others it would refuse to turn more than 90 degrees from its current position. This resulted in my character getting turned around completely and I had to fight with the camera in order to progress, which is not great for a game with only one direction in which you can progress.

The combat only consisted of clicking once in the general direction of the enemies, and even then it seemed like attacks could miss sometimes. The AI just walks forward and doesn't seem to register when you kill one of their friends about 5 feet in front of them.

The visuals aren't great, though they seemed to get the point across about it being a rocky island. The character models were adequate, though I admit it seems a bit strange seeing a leopard print bikini in ancient Greece.

Aside from that it does seem like you read into the myth and I was able to understand the context from the game page, though some explanation in-game would've been nice.

This game feels like it was made in the last couple days of the jam, which it may have been but I don't know how much time you actually spent on the game. I think if it had more dev time it could be fun but as it stands now it feels empty in terms of content and mechanics.

It did prompt me with a link to the microsoft download page for .NET core, but I think it needs the x64 version, so I'll try that on the weekend. The game does look fun though so I'm eager to try it.

Tried to play, installed the x86 desktop version of .Net core but it still didn't seem to detect it. I'll try again later this weekend.

I admit I've never been a huge fan of these games where you try to survive while getting as far along a path as possible, sort of like a latter day evolution of flappy bird. But I will say this at least had the bonus of collecting items, dynamic obstacles, limiting height of flight like the myth and purchasing upgrades. I can say I tried to play through multiple times and got up to a score of 91, don't know how terrible that is but thats as far as I made it with two levels of durability enhancements.

I'm not sure exactly where I was supposed to get wax from, I assume from that whale/sea monster thing but I was only able to get a couple jars of wax.

I would also like to point out that the volume slider doesn't seem to work at all, and while the music is nice for the first little bit it does become a bit repetitive after a while.

The font looks cool for some letters and words, but for others I found it hard to read, especially for the credits. Though I did find it cool how the credits were placed on the walls of the menu.

Good job!

This one felt a bit empty to me, yes moving the stones to the correct spot provided at least something of a challenge and the single move at a time I think makes a but more sense with the random movement of the stones. But for me the connection to mythology didn't seem obvious until I did some googling myself. I admit I'm unfamiliar with Chinese mythology so I hadn't heard of Nuwa before, but I find learning about different mythologies to be really cool. Unfortunately I feel like I somehow know less about it than before.

I'm assuming the myth is fairly common knowledge to anyone who grew up with or has otherwise been exposed to it but I guess that doesn't include me. It would have been nice to have maybe a couple paragraphs explaining what was happening and just provide a bit more context generally.

There's no audio sadly, I think even just some general UI sounds when picking up and dropping stones could've added some nice flair to the gameplay.

While it wasn't immediately obvious to me what the dashed lines around the player and "sky" were, I caught on pretty quickly that it indicated the trigger range for detecting a stone within reach. I actually think that's a nice touch, if a bit blunt. I find it can be hard to judge in games if something is within range of triggering an event so it was nice to be given some hint.

I personally like that you can grab all the stones at once, I found it easier to just grab all of them and then bring them back instead of doing one at a time and risk the stones moving out of the sky square.

Not bad!

It's neat to see another grounded interpretation of the mythology theme, and especially one that retells a historical event I was completely unaware of prior to this game. It's fascinating seeing the disconnect of how the villagers view Captain Cook and his crew versus how the player does. And that ending is very ominous with the knowledge of how history turned out for native people of many parts of the world.

I also read the postmortem before trying the game, so it sucks that several of the ideas got scrapped, but what remains is still quite good. There were only a few issues I had with the game. The first being that the text being black in the scenes with the boats sometimes made it blend into the black lines of the boats (though admittedly that may just be an issues with my screen size or the fact that I played in browser), perhaps if the text was white with the dark outline like in other sections it wouldn't be as weird? It wasn't a huge issue but just an FYI.

The second issue I found was with movement and collision in general, if my character ran into an while moving diagonally all momentum would be stopped. For example, if I was moving diagonally  from the top right statue to the bottom right statue in the ceremony mini-game and ran into the left side of a skull, the downward movement would not continue. I don't know how much of the movement code of the game is unique and how much came from free programs though, so it seems understandable that a level of polish had to go in order to finish the game. But I think that would be a good improvement to the game, or at the very least the programmers figure out why that was happening so it doesn't happen in future projects.

The third issue was in the feast mini game, if you pick up water before Cook is sweating there's no way to get rid of the water. I somehow accidentally must've pressed space twice while dropping a leaf into the fire and picked up the water, and I tried to drop it off to Cook just so I could get rid of it but he wouldn't accept it. I then tried just going back to pick up a leaf to see if it would override it, but since I imagine the game logic prevents you from picking up an item while you're carrying one already, that doesn't work either. I'd say unless this was intended as part of the difficulty then I think there should be someway to dispose of an item being carried, since its possible that not being able to pick up a leaf could lost the mini-game.

But overall there's quite a bit to like about the game, between the clear amount of thought and research that went into the game, the music, the multiple mini games and the nice detail of Cook not being able to speak the same language as the villagers.

Excellent work for the short development period!

Yeah the first person view I certainly find more immersive, and I feel your pain with the movement logic. I tried something similar in Java a few years back and while my solution worked it was incredibly hacky. I wish you the best of luck with the new and improved system post jam!

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I like how this game focused a bit more on the logistical side of the Trojan War, trying to balance the happiness, favor, defence and food supply becomes quite the challenge towards the end. I also like how the events follow along with the story of the war and the stats react accordingly to how the Trojans viewed the event.

A tutorial would be nice, but I found the game quite easy to pick up. Plus I'm not really in any shape to judge about a lack of a tutorial lol.

I love the look of the game with the scroll looking UI and the multiple options for reacting to events, reminds me of CK2 events. Out of curiosity is it even possible to win as the Trojans in a sort of non-canon ending?

Great work for just 6 days!

I have now added a tutorial video demonstrating how to controls units and explain some of the mechanics since there is no in-game tutorial.

This game certainly looks like a gameboy game, the maze scrolls nicely and some of the sound effects sound appropriately retro. Unfortunately I think I'd starve to death in this maze because for the life of me I couldn't figure the way to the second level. I did rescue all the Athenians on the first level but eventually I just had to call it quits. The slow movement speed doesn't particularly help with this aspect either.

But congrats on submitting for your first game jam btw! The first one is always a great learning experience. Nice work.

This was interesting, it certainly captures a more horrifying feel that I imagine would be part of actually being in the Minotaurs labyrinth. Wandering around dark dungeon hallways while hearing a cow in the distance has certainly never been so unnerving.

I really liked the technical touch of the thread following the player as you walk through the labyrinth. The procedural generation also fits in nicely to ensure the player is as lost as Theseus was in the myth. Also I'm not sure how many hits the Minotaur is supposed to take to kill but I must have hit him at least 10 times and he still wouldn't die.

Some of the dialogue of the sacrifices were a bit weird, even funny at times. But I noticed from your profile that English doesn't seem to be your first language so it may not be intentional so its understandable.

Overall I thought this was a neat retelling of an iconic myth. Great job!

The animation and movement I think are very well done, I've played several jam platformers that were not as smooth looking as this. But I do also have several issues with it.

The screen size requirement is a bit of a problem, I have a 1080p monitor so it wasn't an issue for me but unfortunately 1920x1080 isn't standard for a lot of people. I'd suggest looking into using the canvas scaler component and setting the anchor positions and pivot points of UI objects. It's definitely a bit of a learning curve at first but I think it pays dividends in terms of user experience. I know from experience because one of my friends was unable to play one of my games a few months ago because he had a 3:2 screen laptop and the UI went off the screen.

The text in the main menu is kinda hard to read against the background, I would suggest perhaps using TextMeshPro to add an outline around the text. Or perhaps making the text a colour that contrasts nice with the background.

Gameplay wise I only really got stuck at one point in the third level where the gaps between platforms were too narrow and too low to get any height and I kept falling to my death.

Overall though not a bad platformer, nice work!

Roguelikes have never been my jam but I think this was pretty nice. It was neat seeing all the things I could pick up and trying to navigate each room. I actually made it two or three levels in but was killed since I couldn't find any more health pickups.

The sound was pretty stark, music wasn't bad but it does become repetitive after a while. The gameplay was functional, though it seemed like the hit collision on attacks wasn't all that great. I would hit an enemy around dead center but my projectile would just go right through them, same thing happened when enemies would launch attacks at me.

As for the theme and accuracy part? Well it does seem to include a lot of Egyptian mythology scenery and references I knew about like the Book of the Dead. Beyond that I'm not sure how well or deeply it was explored.

I didn't find it great but its far from the worst game I've played in a jam. Good job!

Wow, I'm surprised at how much this game achieved in only a week! This is probably the most involved combat I've seen in a jam game and for the most part it felt fluid and pretty polished. The only issues I had with it is sometimes when throwing his staff Wukong would stop in his attack animation. Also it's either impossible or just really hard to break vases with the weak attack.

The enemies are fun to fight and have some abilities I did not expect from a jam game. The graphics and animations are very nice, though I did also experience lag in the temple area. My suggestion would be maybe just have less torches and particle effects.

And something that may improve performance and make movement easier is deleting bodies much sooner after death in the arena. My character kept getting flung around by corpses after the first couple waves.

Overall though this was great! And I always like voice acting in a jam game, really ups the production value.

Great work!