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A world without Kings's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio Design | #29 | 2.345 | 3.222 |
| Narrative | #34 | 1.940 | 2.667 |
| Overall | #45 | 1.981 | 2.722 |
| How well the theme was used | #51 | 1.940 | 2.667 |
| Originality | #53 | 1.698 | 2.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What Synty asset packs did you use in your submission?
Synty Particle effects
Synty Dungeon Realms
Synty Pirate Pack
InterfaceFantasyMenus
InterfaceSciFiSoldierHUD
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Comments
I see screenshots of a dungeon and mentions of a boss in other comments, but I couldn't even get through the introduction area. I encountered a lot of issues unfortunately. I can see what you were going for and respect the attempt, but the game needs a lot of work still IMO.
It's an ambitious project for a game jam and there is a lot here to like, unfortunately it needed a lot more polish. Maybe aim for a smaller scoped project for your next jam (this coming from me is pretty rich as I overscoped my own jam project, but still).
I enjoyed the little bit of narrative in the intro and the sound design and level design were pretty well done. I like what you were going for and I'm sad I didn't find it more enjoyable. I think with a little extra polish I would have loved this game and it could have been one of my favorites of the jam.
Thanks dude, appreciate the detailed feedback.
You explored!!! That's straircase was on my list to fix as it should have dropped a rolling ball like in crash but couldn't get it right.
Thanks for playing
Very nice game! I couldn't really defeat the boss (I guess the giant knight was a boss).
I really liked the stealth kill animation.
Sound design is on point, music as well. Great main menu.
Overall a nice prototype!
It was the boss! Terribly scaled haha, did you get the lightning axe?
Hey, really nice entry. This was an ambitious project! I think it may have been a little too big for a game jam entry. A smaller scope with more polish might have been better, but this is still very impressive. Here's some feedback for improvements:
Great job!
Thanks dude! Glad to made it to the end.. by any chance trigger the final cutscene on the dead king?
No trigger! There was a dwarf who killed the king in the end. I tried to melee him but the dwarf buddy got to him first. After that nothing happened. I ran around trying to interact with stuff but nothing happened so I assumed that was the end.
Ah! Didn't get to test it, just write, configure and upload..
The dead dwalf was meant to have an epilog scene, I've just tested it in the build I uploaded and it doesn't trigger..
Appreciate all your notes, thanks dude!
Many interesting things implemented, I explored the combats and terrain for a while. At some point I got lost on what to do next though (if I had to finish a mission/objective). Nice work.
Yeah, I lit the way with tutorial triggers! Kill some sandpeople- climb the cliff- go into the ruins, loot the door across the hall way for an epic weapon and there's a shield hiding along the way.. If you get past there, in the final hall you'll find the Death knight, who just hits every second and impossible to kill unless you roll 90% of the time :P
Thanks for playing
Eight months into game development and you’re already creating jams like this, keep it up! 💪
This game is quite an impressive achievement for only 8 months of game dev, and the massive map is quite an achievement for a 14 day jam. I enjoyed exploring it and using the stealth kill! I wish the mouse sensitivity was a little different, I found it hard to rotate player and camera during fights.
Thanks for the kind comment! I had ambition for settings, especially for volume. I had an issue with my aim canvas resetting my camera zoom position, resetting it everytime.