Hey! I'd be up to discuss this, my Discord is wuzhizface.
Wuz
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Hey Ilias! I actually already rated your game, it was one of the games I was watching on Discord. Super nice graphics and smooth animations!
- Did you include any optimization techniques, or did you choose to include only the in-engine ones?
I actually didn't add a ton of optimization, since it's not a very intensive game.
- What engine and tools did you use to create your game, your graphics?
I designed all of the sprites in Krita, and the game was designed in Unity. Multiplayer was done through the Photon Engine package.
- Was it hard to develop your game ? Did you experience any challenges?
It was pretty hard to make in the timespan, and I even had to cut out a lot of functionality that would have really contributed to the game a lot. Most of the challenges I faced were to do with networking, since the game is multiplayer. I won't get into the specifics since it'll probably bore you, but just trying to figure out what's going on between clients is always a pain.
- What inspired you for your game idea and the gameplay ? The game's name and the game's story?
I've always liked dungeon crawlers, and I got the idea of having both the rivals and the companions be the same person/people since it would help set me apart. The rest of the idea just followed behind trying to make that work.
The name actually comes from the word Venatio, which was a form Roman entertainment where gladiators battled lions and panthers. I thought it fit because that's what the story is about, more or less.
Thanks for taking interest in my game, it means a lot!
A fun game which is pretty unique, I enjoyed playing it.
Though I do have one piece of feedback, almost all of the game was just waiting. Even while cooking a meal, it's safe to AFK, and you'll only get hit once every four or so dishes from what I've seen. It's a pretty laid back game, so this does fit, but the bullet hell segments feel out of place if you don't need to do anything.
Well done, I really liked the art, both the 3D models and the character icons.
The sound design was also really well done! It feels like maybe you should be able to move, or at least turn while swinging, but that might be personal preference. Regardless, I enjoyed playing it and it feels very well polished!
It's a pretty unique take on farming games, and I did enjoy playing it. Though, were two bugs I noticed, when you refill your water, the tutorial ends, even if you haven't done anything else. And secondly, I'm not entirely sure how it happened but when I finished the tutorial, I noticed the only option on the main menu was to click the tutorial again. I can't seem to replicate it though, so I suppose it's not a huge deal :P
A fun game though for sure! Well done!
Absolutely amazing visuals, and I love that you opted into narration rather than text dialogue. The story is great, and the sound design was very nice.
It was fairly buggy as I think you mentioned in Discord, but even with its bugs I think this was a fantastic game. Easily the best visuals I've seen in a long time, let alone in this jam :D
I absolutely love the premise of this game, and I think there's really only two things I'd like to point out with it.
Firstly, when Light walks off the left side of the screen, an invisible wall stops them, but there's nothing on the right side. So when Light walks off the right side, they vanish and can't come back.
Secondly, this same mechanic means Shadow can just loop around the screen when Light gets close and always win. There might be a counter I haven't found, but that's what it looks like.
I love the idea, it's a great concept for a game that I wish I thought of myself! I've never seen a game play off of visibility like this, very well done.
It's a great concept and starting point, but there's one flaw...
You don't need to possess anything haha, you're fast enough to just walk through on foot until the boss.
Though, if you don't abuse the game like I did, it's fun :D
Also, the sudden cut when you kill the boss is jarring. I'd add some kind of sound effect, particle, fade to black, something like that to make the transition a bit smoother.
I love this concept, it is genuinely the best I've seen in the entire jam and beats out just about any triple A game I've seen.
It's a bit rough around the edges and I will give a few points of criticism, but just know I love this game and you did a great job.
Firstly, overall UI improvements would be nice. A description for the tiles, highlight the one you pick and add a sound effect, let you remove or move around tiles you placed, and so on.
Secondly, a speed up button of some kind would be amazing. The knight moves a bit slow and there's a long pause between hits in combat.
And lastly, a bit more of a tutorial, or even more gameplay to get used to things a bit more. I'm still not 100% sure what all of the stats do or what exactly some of the tiles do.
As I said at the start though, amazing game. The concept is the best I've seen in this jam, by far. It's got great art and music too.
Edit: I realize now you can override tiles and there is a sound effect when you click, I'm just an idiot XD
Edit 2: Oh, and there are descriptions for the tiles too... I'm very blind wow, I didn't spend enough time on the game before I made this review whoops
Good concept and gameplay, a bit rough around the edges but that's something you'll learn to be better with over time.
Getting sprites is hard during the crunch of a game jam, but it's something I'd strongly recommend, and the controls/physics felt slippery and a bit slow. That's really all the feedback I have, it's a fun little game :D
Fun game, very addictive lmao
It feels kind of slow paced though, there was a lot of time spent staring and waiting when I played. I'd recommend a fast forward button, a lot of tower defense games have them and they make things a lot faster
The sprite work is amazing though, probably the best I've seen in this jam so far!



