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Sunscreen Vampire's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Playability | #1 | 5.000 | 5.000 |
| Cleverness | #1 | 5.000 | 5.000 |
| Theme | #1 | 5.000 | 5.000 |
| Artistic Style | #970 | 3.000 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Loved the game! The gameplay is a little frustrating, because the light doesn't give you enough time to actually grab some of the needed ingredients before you die, so there might be a need to change the strength of how fast the vampire dies, just a little. I'd also like to see some ambient sounds and you could absolutely have some fun with the audio with a base like this! I understand the simple art style you went for, but it almost feel like placeholder textures for some of the aspects of the game, you might want to adjust a little. Keep up the good work, this is definitely a gem!
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
It is 1876, you are Barnabos Callins, alchemist vampire living in a European city, and you have run out of sunscreen....
Now go out and stay in the shadows, collect components to create useful concoctions and find the ingredients to create another bottle of sunscreen.
Extra Notes
2 person team, adventure/stealth/crafting game, Unreal Engine 4
GDD:
https://docs.google.com/document/d/1bOs0SyazSlgkc7uNimu8qfblgzD3SQ111T-hxbygVEs/edit?usp=sharing
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Comments
The lack of audio is notable, but probably not something that really needs much mentioning
The movement on the overworld is quite cool, although the sun damage is extremely punishing and if I don't get the spacing right I'm just dead almost instantly
The alchemy system is great and I like the balance of the items, but going in to the menu to pick an item every time is clunky and severely limits their usefulness and fun outside of battle
I don't know if I'm a god gamer or something, but I literally never got hit by an enemy once in combat, and thus any need to avoid combat or use items or whatnot was completely negated by standing out of range of one of their movement actions and then one shoting them safely even when they are in groups
The style is great, the gestures are expressive and there is a feeling of character in the characters even without super detailed textures or whatnot
On the whole, I quite like how it's going, my primary feedback would be to make items usable by a hotkey or something so I don't need 3 clicks to panic smoke bomb or throw a second fire bomb
Thank you for the feedback.
Your comment hits several of the changes we have made for our "post-gamejam" update, so after the gamejam is over and judges have rated all the project, we will update the game with a lot of changes.
You can be assured that you are not necessarily a god gamer, the game was made significantly easier for the gamejam release, so people would be able to see more of the game and avoid getting frustrated.
The 3 clicks panic smoke bomb will be replaced with (most likely) a single key input, 1-4 for the usable concoctions :D
I'm glad to hear that and VERY interested in playing future versions of the game! Woot woot!
wow, it's insane how many systems you managed to implement in just 2 weeks. the combat intro is pretty cool, but i found that the combat itself was too easy since you can one shot enemies. overall, nice work!