Really really nice entry! Reminds me of this game trailer I saw on youtube called "Fresco" !
It really does feel like an actual game not just a jam entry. You may have something worth developing further here!
hashcheckdev
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I like how easy it is for me to understand and get started, without needing a textual description or explanation. The entire design is set up to reward exploration and I figured out pretty quickly what must be done! 👍
One thing I would suggest, is to further polish up the graphics, especially the lighting. For example, when the player is holding the torch, the illumination can be programmed with light scattering and reflections. Given that this is a dungeon, there are many directions where light bounces off the walls or scatters after striking enemy projectiles. So it re-enforces the importance of holding the torch as visibility, increases immersion, as well as delivering on the theme of the jam.
Overall I would consider the "Fun" pillar the strongest point of this game! Excited to see what you will work on next!
Really an ambitious entry for a game jam! 👍
I like the over-the-shoulder 3rd person perspective; I prefer this a lot over the standard FPS. Enemies are easily identifiable and their projectiles gives the player a fair chance to dodge without being too punishing. And the objectives are presented clearly so there is no confusion or trial/error to be made by the player.
One area of improvement I can help with is the UI. Currently, the game info like objectives and team health covers a considerable amount of the viewport. In my opinion, for shooters & racing games, the game UI has to be as minimal as possible; because shooters & racing games rely heavily on what the player can perceive directly through the camera. Info should only be available when it's actionable (e.g., when taking damage). Helps with the immersion too.
Overall I would say the strength of this game is the "Fun" pillar, as the objective and controls are easily understood, so the player can jump right in. Great work!
This is great! I agree with Atlas' comment below that it does remind me of Papers Please, but I've only seen gameplays of that on youtube, so playing it myself is still fresh to me.
Are the characters' conversation with the player generated real-time with an LLM? Is it an API connection? I'm still new to this platform so I'm surprised that this is possible. Really good to know! Overall I would say the AI usage is 5/5 for this game. Really love the pixelated artwork as well.
Love to see what you develop next!
Really like the pixelated artstyle of this one! I think the controls can be improved for desktop users, as it seems to be optimised for mobile.
I haven't played dungeon crawlers in awhile so it is a refreshing entry! I think what could help is to add some lore to flesh out the atmosphere of this game further. Hope to see more from you. Nice work!
This entry is really easy to play and accessible! reminds me of the old Snake game on mobile phones where the snake gradually grows and navigation becomes harder.
Perhaps the difficulty could be increased more in later levels, as I didn't feel it was challenging enough.
Overall I would say the strength of this game is the fun value of it! Hope to see more works from you!
Hope you can check out my entry too 😊
The physics engine is a great touch. I spent almost 10 mins just studying how the character and the tools held in hand moved frame by frame as i introduce motion to the character, in order to see how it works.
Overall i would say the crafting element is the strongest point. This game reminds me of Terraria, which is great! The artstyle can be polished further.
I think it would be immersive if there is a game like this with the artstyle of Octopath Traveller (2d pixel art with 3d environment). For e.g., since it is a feudal japan setting, the background scenery could take some inspiration from ukiyo-e artists like Hokusai, where the mountains and oceans are 3D. sounds cool right? Food for thought i suppose.
Hope to see more of your work in the future.
