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Kurgan's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #955 | 3.182 | 3.182 |
| Gameplay | #1184 | 2.545 | 2.545 |
| Audio | #1196 | 2.455 | 2.455 |
| Innovation | #1197 | 2.455 | 2.455 |
| Overall | #1221 | 2.606 | 2.606 |
| Enjoyment | #1270 | 2.591 | 2.591 |
| Theme | #1411 | 2.409 | 2.409 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The game fits the theme because every battle is based on risk: the player has only one life, and each encounter with the undead can end the run.
What code and assets did you not make from scratch during the jam (if any)?
Font
How many people worked on the game?1
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Comments
i like the horror vibe. the enemy are pretty fast! there might be a bug that i can duplicate the sword after throwing. great job btw!
Thanks. This is not a duplicate, but I wanted to add more weapons that drop from enemies, but I didn't have time to add more, so sometimes a new sword drops, even though the probability is very low
I love the style of the game, the cover image looks fantastic, the grim dark feel is awesome. Some feedback. As most have said the combat system could use some improvements. I have no idea if there is a timer for the shield but if there please add a ui element for its cool down. Also I player it like a stealth game and hit the enemy from the back instead of head on XD. Good work!
This is very good!!! I love how the game looks, especially the knight. I really like the gameplay, it took me a while to actually figure out, but once i started killing those skeletons it felt great. I would crank WAAAY down the skeleton speed tho, its almost a jumpscare when they spot you, its funny tho, and if youre ready for it blocking them is not hard. Congrats on submitting such an awesome game by yourself!
Graphics look good, especially the top-down perspective with the dynamic shadows.
I concur with the others saying that fighting feels inconsistent. However, the more I played, the more I found ways around it. For example, I would primarily use "throw sword" to get kills. This seems much more consist than melee. If I had to do melee, I would always block first. At the end, I was able to take out a room of 3-4 enemies fairly easily.
However, most of my deaths still feel unfair. Like, if an enemy comes running at me, and I aim at them and click Throw, they should die. But this doesn't always happen. Sometimes the sword gets stuck in the floor just in front of me. If I am in a corridor, the sword gets stuck in the wall.
If you can make the fighting less buggy and seem more fair/consistent, and perhaps make it easier in the beginning so people can learn how to fight, I think you have a good game here.
Thanks. Yeah, there have been some FPS issues in the web export, which made melee combat a bit harder. And the sword throw is definitely glitchy—it seems to be caused by level collisions, which is tricky to fix
I really like this Roguelike game. The art is really cool and spooky! Just wish the attacking system was easier and more predictable to use. I couldn’t really understand why some of my hits didn’t land. Overall, really nice job!
Thanks for the game. It's a rhythm game to some extent. There was originally a lot of blood, but I thought the game wouldn't be accepted because of it, and it had a significant impact on the weapon's impact
lovely game,a bit hard tho,could use a starting cutscene or some sort of tutorial, i love he art sm!
Thanks, I wanted to create a Hotline Miami in the dungeon, so the difficulty is high
I think with some tweaking, this game could be great. Might be a skill issue on my part, but it feels like actually landing attacks is inconsistent.
It's too hard for me, couldn't pass after first two rooms.
The game makes you tense up right from the start. I think the difficulty should increase more gradually. I'm tired of constantly dying on the first or second level :)
I very much like the idea and general concept, but I personally feel like the game needed more polish/iteration. Because right now it feels way too difficult, I also think a bit more user feedback here and there would've helped the game a lot. However I still enjoy the core idea and concept of the game!
Very cool game, the stealth mechanics really force you to play strategically and manage well your resources (the shield and the throw attack). It was kinda frustrating at sometimes (I died 44 times in one level, the amount of enemies was a bit overwhelming in that case). Anyway, it was a really cool experience, well done!
I like the art, it's a bit too difficult, I wish I could see the cooldown of the shield. There was a bit of clunkiness with throwing the sword and the enemies around corners, sometimes it felt impossible if the enemy is facing me and around a corner. Level generation is a good idea and adds replayability.
Tad bit too difficult for me, but really interesting and cool! Loved the atmosphere! Hope to see you continue this project sometime.
Visuals are very cool, just needs some further balancing and would feel well rounded
visuals is cool, atmosphere is very solid!!!
it's cool. it's creepy. IT'S HARD, lol
Cool game, i really like the stealth elements present in the game although i do think the enemies move too fast
Cool rougelike, I like the 3D aspect on a 2D/top down plane