My bad, I'm not as familiar with 3D so I assumed the movement and shooting were built in behaviors. Obviously the UI, Camera work, grabbing the Key, and enemy detection etc is custom.
JJGamez64
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I decided to make this the last game I rate for the Jam.
Cool to see a narrative-driven title in a jam, and you sure did go hard on that, respect!
I will say right off the bat though that I have dyslexia, so the font and the words shaking gave me a real headache lol.
The sound design, while some parts were creepy, other parts were a little distracting in it's repetition. Replacing anxiety with annoyance.
Also, I don't know what caused this, but the mouse cursor would not latch onto the game window properly, so the cursor was moving around on my screen the whole time.
Either way, cool entry. Glad to end on this one!
This was insanely good! Everything feels great and the use of audio and the visual filters is perfectly executed. The only thing that would tie the flow of combat and level progression perfectly is if there was a ground slam attack. Other than that my main critique is that the gameplay reflects nothing of the Jam's theme.
Either way, I think if you posted this to Newgrounds as is it would make front page instantly. Cheers
Once again a very charming game with art style and humor. The enemy variety is great and the mechanics are good.
I really wish the barbarian's Axe could penetrate enemies, that would make him stand out and be very satisfying to use. I also wish the big enemies gave a higher sacrifice value since they are slower and much harder to bring to the table. Super fun game!
It's really cool conceptually with the cast of characters, and the voice acting is good, but none of the characters feels particularly satisfying to play.
The only character that has any impact is the turtle, but the downside of the character make him sluggish despite the balance justification.
Wherever you got the models from (not sure where any of the animations, models, sounds, music, etc came from since I didn't see a credits section) are slightly random and don't make for a cohesive visual style. The rigging of the animation on the models had some clipping and texture stretching too.
It would be good to have the ability to skip the voice acting on replay, and the UI isn't immediately obvious in what it represents.
With some work though this could be something really cool, keep at it!
This is actually one of my favorite games so far! The presentation of the story was excellent with great use of layers and particle emitters. The interactive parts of the cutscene were super cool.
There were some parts of the platforming that were awkward, the base jump height is pretty high and the lack of variance on that can feel bad.
I think tightening up the platforming values and adding more control on the jumps can enable for much more challenging but satisfying gameplay. Cheers!
Ok well this is all over the place. You said you wanted feedback on how to improve so I'll break it down honestly as long as you're willing to be receptive to it.
First of all despite giving off vibes of the forsaken WiiU game Meme Run, I can tell that there was an odd amount of effort into this, which is commendable and is the only reason I'm bothering to be comprehensive on it.
First of all it's always good to credit all the sources of art, music, and sound you use. It's a good habit to have for good developers.
ART: The art is completely random and lacks any cohesion. Using art assets is fine, and it might benefit you more in the future to either find ONE fully featured art pack you want to use or find art packs with similar artstyles that can be used together.
SOUND: The mixing on the sounds are all over the place and the coin sound especially if quite grating on the ear. The game over screen music also sounds like it has Modified Gain to make it more loud and annoying.
Gameplay: Platforming feel is something that having people test your game can help you with. I think these are the default values for the Platformer behavior and it doesn't feel great to control, especially the jumping. The gravity and fall speed it much to high for the lack of control you have in the air.
The boss fight is pretty cool, I can tell you put a lot of effort into it.
The story intro is good too, but again, the random art from random places becomes pretty distracting.
I can tell you have the drive to make stuff that is good and I believe if you keep at it, you can make great things in the future! Cheers!
This was a really cool game with a great 3D artstyle!
Despite the text the explains the game in the beginning, a menu that lets you reference that information again and contextual overlays (Like a text pop-up saying "Press E to Descend" on the ladder) would go a LONG way for player comprehension.
Also, I understand and appreciate the reasoning behind the map system, but I've always struggled with navigation in games so not being able to see my position on the map didn't make me anxious, it made me frustrated lol.





