Thanks for giving it a whirl, we're glad you had some fun with it!
If it were a longer project we toyed with the idea of upgrading the buggy etc :)
Managed to set up my Vive to give this a go and am sure glad I did! Really brilliant art style, intuitive controls (very important for VR) and some charming enemies and SFX!
I will echo the comment regarding the unclear HP, plus it took me some time working out whether to actually punch or flick my pointer at the nasties. Oh, also when I came to a section with a barrier near a lake of lake I went straight through the barrier and did a nice tour of the outside of the map :P
Really cool to see such a well featured VR game in this jam, I'm so impressed with how much got in and to such a standard. Very good stuff! :)
Great visuals, great sound, great HUD, great enemies, great gameplay, great fun. This is great!
I love how big and friendly the buttons are, in the same way the hero icon is a big friendly warrior. This is a charming game and I enjoyed it very much. There isn't a great deal of variety when it comes to things like enemies or environmental decoration - but the things that are here are done so well that I'm glad you kept it simple. Really nice work, probably my favorite overall :)
Really like the look of the enemies, environment and HUD. The RPS system works well but as a general rule I find RPS is far too likely to cheese my onions. Who uses rock 4 times in a row? I ask you, honestly. That skull faced jerk better watch his back next time I'm in the saloon.
So yeah, while I had the occasional burst blood vessel, good job :)
Might be my favorite theme/framing for this jam. I' a big sucker for the Egyptian/mummy myths and this has a really cool angle on it. Made me think maybe the game is showing a sped up version of events, and in fact old Ankehotep has been crawling around in there for centuries looking for his lost organs before he can rise again. Very cool!
I loved the visuals and the arms out front were rad. The HUD was also in line with the theme which was nice to see. Overall I really dig the look and vibe of the game.
That being said, there are always things to improve on! I thought the sound effects, in particular the arm squelching forward, got repetitive quite fast. It would have been nice to have some variation there. Also, while the waypoint system was cool - I found I practically never used them. This is mainly because if I kept going in a direct way I seemed to reach the end without needing to think much. This isn't necessarily a bad thing, after all a labyrinth isn't a 'maze' but one or two more maze-like junctions could have been really nice. A 6-way junction could be a real jumping off point! (I am assuming here that I didn't just luck out and miss this sort of thing, apologies if I did)
Overall a really cool premise and a good jam game - with some potential to be taken even further with a few tweaks :)
Really like the aesthetics, the theme and the animations. The game suffers in obvious areas as a result of being part of a quite short jam, but while there are plenty of kinks to work out this little game has a heart of gold. There is something refreshing about just how bombastic a premise it is and it's carried off with a cool look. I'll be interested to see whether this gets further development.
Nice work :)
I loved the visual style of this one, from the character portraits to the jittering environmental lighting. The game is really well polished and it doesn't feel like any area in particular is letting it down. The sound is great, the gameplay is smooth and to the point, the HUD is really excellent in terms of legibility and style. Really solid overall. I also loved the variety of characters to choose from and the ability to enter a name. It may seem small, but it's the kind of thing that gets people to care about the character and invest themselves in the reality of the world. My Orc warrior Orcus Borcus didn't fare too well in his adventures, but he got some cool loot before biting the dust :)
Very nice work :)
Didn't get as far in this game as I'd have liked to, a bit pressured for time unfortunately - but I can say with confidence that I really love the theme and vibe of this game. The dice rolling mechanics are an immediate yes from me - that sort of system which can utilizes RNG as well as RPG like improvement can be really fun. The visual style was one part impressive and another part bizarre. The environment felt well detailed and considered while the enemies had a whimsical silliness to them that was fun and interesting. The HUD was stylish and generally the game oozes character. I would like to put more time in when I get the chance!
Nice work :)
Ended up playing this one through to the end, a testament in and of itself given there are many more ratings to give! I had fun with this one. I felt like you did a good job keeping all of the various elements in balance, from the sound effects to the UI, the camera shakes and all those neat little details that make an otherwise simple game feel charming.
The game does have its flaws, of course. The regular appearance of monsters from the distance began to feel a bit too predictable and regular, to the point that I found myself wishing that I could see and avoid threats sometimes, or catch them unawares instead!
I really enjoyed some of the creatures, especially the first time I was set upon by a surprising golden penguin! The music accompanying these fiends was also very well done - though the looping sometimes was a little choppy.
Nice work :)
Thanks for the comment! We tried to strike a balance between consistency (typing as the main interaction with the world) and ease of use (you don't need to type walk or turn). Haha, puns are a blessing and a curse. Can't seem to help ourselves.
In terms of difficulty there was a few options we noted down. Word length and attack/defence timers were key ones, outside of enemy health and number of attacks. Early on we considered basing damage directly off how many letters were in the word you executed, even classes or weapons that specialised in different kinds of words! I think the place we landed feels good for the time we had, a mix of easy and harder words makes for a very RPG-like system where it feels like sometimes the enemy will land a critical hit, or the player may fumble etc. With more time I think it could get rather more nuanced...
Thanks again for giving it a go! :)
Thanks ever so much for commenting, it's always such a nice surprise to hear someone has played and enojoyed this little game! The drawings are all ones I did during the first lockdown here in the UK, mainly of places I'd wander in that melancholic way the game tries to capture.
I'm glad you didn't find it depressing! I suppose it's a 'make of it what you will' sort of game, but it sounds like you got a good read on the themes of appreciating the limited time we have. Thanks again for leaving the comment, have a great day! :)
Thanks for giving it a spin. I think you're bang on with that one - even though it's possible to turn in combat (though we didn't give adequate explanation of this in game) it'd be so much smoother if the camera automatically turned. I think this hit the back burning initially because we envisioned combat scenarios where the player may want to turn and pull a lever to activate a trap, or alternate hitting different enemies. In the end, of course, this didn't go in and we are left with the rather clunky solution we see before us. Thanks for the comment :)
A really enjoyable and tactfully simple experience. This game is really nice to look at, both in terms of fidelity and the design of the environments. This feels like a good excersize in keeping the elements simple but making sure they are all of a high standard. The UI, combat system, healing, movement and shopping mechanics were all intuitive and clear, to the point that the tutourial may have not even been necessary. That being said, the tutourial was also a nice touch, as were the sound effects for things like the tutourial text appearing, the enemies and player taking damage, etc.
My only issues, and they are slight, are the few crashes I experienced before noticing I could quicksave and the fact that the monster and player SFX would often overlap.
All this being said, this serves as a great example of how to set scope for a jam game and deliver something really polished. Nice job!
Impressive amount of world building given the time limit! I like the style of the game, but would echo some other comments I see here regarding the proximity of enemies during combat - shame to have nice models so far from the camera!
I found the way the player slips into an unoccupied space on the grid an interesting way for the dead mobs to still retain a set place, but in practice being unaligned from the centre felt strange, I'd rather walk on the dead goblins face and stick nice and central I reckon!
Nice work :)
I like the theme and art style, the cinematic opening is a nice touch, very 80s sci-fi. Mechanically it's pretty sound, took some trial and error working out I could go through the 'electrical' barrier and where to use the wrench etc.
In the end I could't navigate the alien without getting murdered, but I did manage to see the end of the game by clipping through some walls (of course this is a bug, but hey its a jam game so to be expected!)
Overall enjoyed my time with this one, a little rough around the edges but it's clear you knew what you were going for in tone and scope. Well done :)
Really liked this entry a lot. The style (both visually and thematically/musically) is really tightly put together, making for a cohesive and complete experience. The animation of the skeletons is delightful, the soundtrack(s) do a good job of keeping pace without getting annoying. A fresh look at the jams theme and a well implemented core mechanic. Really well done! :)
Hi, thanks for giving it a try. Sorry for the confusion, we had issues with butler right as submissions were closing - leaving us with the finished version of the game locally while the page had a very old build. In a last ditch effort we removed the old version while we waited to see if we could get permission to submit post deadline, which was thankfully granted. Again, sorry for the confusion and thanks for the feedback!
The style was what caught my eye originally, the pink walls and shadows have a light-hearted feel which suckered me in to this spider infested hell! I love the minimap, the use of colour to denote spaces you've 'explored' was a good touch. I also really, REALLY liked the fact that you rewarded exploration. Many games I've tried (my own included) have some form of stamina that serves to punish the player for a lack of item management or some such thing, but what it ends up doing is making exploration feel discouraged. Having the player GAIN health for moving around to new areas is really neat!
The gameplay itself wasn't particularly mind-blowing, but I felt the level design was decent and the little wiggling spiders were cool. Some good stuff here, well done :)
Hard to comment given the games current state, but I will say that from a visual standpoint this really caught my eye. I might consider speeding up the walk animation to be more in line with the turn, the walk feels a bit sluggish in comparison. Very pretty, hope you end up patching further in the future :)
Just finished the game and I must say, the Hill house level struck a nice balance of tension (from the sanity meter) and exploration/combat. I felt free to go around using potions and experimenting while keeping an eye on my stats. For that level the game felt like it was working as intended and I had fun with it :)
The downside was the Wine Cellar level where I found there was only one route to get out and if you took any steps out of line you were doomed. I had to do it maybe 10 times just to make sure I kept my sanity, which compared to the Hilll House made it far more linear and annoying. I'd hate people to quit before the Hill House level because they'd miss out on the cool variety of potions etc.
Overall nice work :)
So glad to read that you had a good time with it.
Yeah, if there was one thing we struggled to flesh out it was the game's legibility. A lot of the mechanics could do with better descriptions or a tutourial!
(By the way, you can loot bananas from enemies and hidden areas and eat them to restore energy)
Thanks for playing!
Would have loved to see the extra mechanics you mentioned to give it that real Halo feel, to be able to bash a grunt on the head with the AR is sadly abscent. Nonetheless, one of the most impressive games I've seen submitted, you clearly put in a lot of work and it shows. A pleasure to look at, really great adaptations of the sound effects and music, all round very good stuff :D
Nicely done and congrats on your first jam game! The game is fun and hits the right notes, you implemented things nicely like the different colour star ships and music - even a proper settings screen! I played the game with a controller (because for whatever reason the spacebar wasn't firing the ships gun) and got to round 25 before calling it a day. I'd love to see the game get harder over time to really help sell the pressure of the original. Nice work and kep jammin' :)