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A jam submission

Bloodflame's Pursuit: Raven In The BriarView game page

Hack and slash your way through the briar to find Nerissa.
Submitted by raidin, BUNPPANG (@bunppang) — 18 minutes, 4 seconds before the deadline
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Bloodflame's Pursuit: Raven In The Briar's itch.io page

Results

CriteriaRankScore*Raw Score
Ambience#104.0604.368
Theme#123.8644.158
Overall#143.5513.821
References / Humor#163.5713.842
Innovation#233.0813.316
Gameplay#263.1793.421

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

The art direction here was very cool! Also the effects of liz attacking look so epic as well. My only complaint is that it was so easy to whiff my attacks. Enemy AI also broke after a bit and they just stood around waiting for me to bully them

Jam Judge(+1)

Very nicely done animated cutscenes! Definitely my favorite part of the game.

The corrupted mascots as enemies were really well done and the dungeon atmosphere was great too!

I liked the attack combos you could do instead of just having only one attack animation over and over. Good job.

Some improvement suggestions:

- Text in dialogue boxes. Consider a 2 step approach to the button press when showing texts. First press to display the text in its entirety and second press to continue to the next text. Currently it just skips even if the text wasn't fully displayed and you end up missing it.

- Tutorial chapter 2. I swear I only found Chapter 1 and Chapter 3... was there a Chapter 2 somewhere I missed?

- Text spelling. If it was only once or twice I wouldn't have mentioned it, but there were mistakes in almost all texts and it distracted me from immersing myself in the game.

- Attack direction. I was expecting my attacks to go in the way the camera was facing, but instead they followed ERB's facing direction. This wouldn't be an issue if turning was instantaneous but since turning speed is relatively slow, it doesn't allow for changing attack direction quickly during combat. Alternatively, a lock-on feature would help to keep attacks from going off-target.

- Enemy AI. I imagine there wasn't enough time to flesh out a proper enemy AI during the 2 weeks of the jam. I noticed the enemies stopped following me after some time and just stood there idling. We took some nice selfies! I tried to do a pacifist run without killing any enemies at first, but since the last room can only be accessed after killing all of them, it was not possible. :(

- Some enemy attacks healed me? Not sure if that was intended or maybe some kind of bug with the health system.

- Add the "hololive" tag to your game page for improved visibility!


Great work!

Developer (1 edit)

Thank you so much for playing ! As my first foray into attempting to mostly solodev the programming of combat and AI def was a bit of struggle for me so apologies for the bugs and issues encountered. Super appreciate the indepth feedback and love the selfies taken!

Submitted(+1)

I really like the art style and the cutscenes. It really manages to capture the dark souls vibe.

Developer

Thank you for playing!

Submitted(+1)

The cursed chattini, otomos, grems, everything... All of the art, both 2D and 3D... And the heavy-hitting action gameplay... What the frig!! Simply incredible!! I enjoyed playing!

... I'm still blown away by the art. The cutscenes are gorgeous!

Developer(+1)

Thank you so much for taking the time to play our game and for your kind words. Super appreciative for taking the time to try it out!

Submitted (1 edit) (+1)

HOLY CRAP HOW DID YOU MAKE THOSE CGS WITHIN TWO WEEKS??? That animation quality is seriously just top notch??? It *really* sets the tone for the game and instantly hooked my attention, genuinely stellar work there.

For the actual game, I thought it was decently cool. I liked the atmosphere, though it was actually almost a little too dark to see. It was still a very cool aesthetic though. The ERB model was animated just as well, all the modelling in general was pretty good. I do think the combat was a *bit* unresponsive sometimes. I knew I was making hits on enemies, but I couldn't ever tell if I was actually taking damage, or how much damage I was really doing. Heavy attacks weren't as powerful as I was expecting. I also struggled to avoid attacks from Grems, since they weren't telegraphed.

Still though, the story is executed wonderfully. Though the narration pausing the music every time nagged at me a little, it did actually set an eerie atmosphere whenever you would read notes that were about Justice. That prevailing feeling of something wrong is awesome, and I do love the vagueness of everything. Ultimately, super cool!

Developer

Hey there, thanks for playing our game! Bunppang really pushed themselves on getting the intro and ending animations done, super appreciative of all the effort they put into it.  Apologies for any frustrations caused by the combat, but appreciate the feedback! 

Submitted

WOW! This is amazing! The art style, the cutscene, the 3d model and animation and environment is phenomenal! The game play side is great too, the attack feels responsive the the hit feedback for the enemy is clear. Although, I do find it a bit hard sometime to see the level and some attacks do seems to float out of the target occasionally, but that didn't take away the experience too much. The enemies are quite unique in looks but some attack from the Grem and Otomo bomb is hard to tell when it comes out, also the text seems to skip when I press E instead of seeing the full sentence 1st before skipping but these are small nit picking now.

I can't say anything else except AWESOME job! 

Developer(+1)

Thank you so much for taking the time to play! Yeah the combat was definitely where I struggled the most in getting it to work for both player and enemies and apologies for any bugs or frustrations encountered in play, but thank you so much for the feedback, super appreciate it! 

Submitted (1 edit)

Wow, I love the art, the cutscenes, the ambience, and the music of this game! The game can be a bit confusing at times though. It's difficult to tell when enemies are attacking, and I feel like my health bar just changes randomly. Sometimes, there seems to be some kind of purple fire sparking around Liz, and my HP increases? The dodge being a teleport is very disorientating. Liz takes a while to accelerate and decelerate, so it always feels like she's walking on ice. Overall, I think you guys have a solid game that can be great with a bit of polishing.

Developer

Hello!, thank you for playing our game. Yeah the combat was the hardest to fix and implement on my end within the two week time limit and theres def a bunch of bugs still hanging around (apologies for any frustrations those caused) but super appreciate the feedback! 

Submitted(+1)

Fun action game! I really wasn't have expecting to be so blown away by this submission, the in game animations looked good, and the intro and outro animations were amazing!


Other ratings have covered most concerns that I had - I will say that some of the enemies, like the grems felt really weird to fight - I couldn't get the hang of how their attack patterns worked, and just ended up face tanking them until either one of us died lol

But this is super good for the 2 week period, I really enjoyed the observation points and commentary from Shiori and descriptions of the other Justice members


Hopefully you guy can keep working on it - after getting some rest, and the rating period ends. Thanks for submitting!

Developer(+1)

Thank you for playing the game! Happy to see people liked the animations and little story elements we were able to put together. And apologies again for the combat, it's defintely the weakest element here. As for continuing, not really sure. This was mainly a fun little project for Bunppang and I to try to stretch our dev muscles and see what we can do. If I were to ever continue I'd def bring in someone who has way more coding experience than I do as the combat would need a lot fo rework. That said the jam has made me want to keep creating and learning to be better so hope to continue contributing to the hololive community, if not with this project, than hopefully with others. Thank you again for your feedback!

Submitted(+1)

This is pretty impressive for something pumped out in 2 weeks. I really like how you directly lifted lines from that one series of interactions with Shiori. They fit so well in this game. Or rather, you adapted the lines really well and created a game whose atmosphere is exactly how it feels it should be.

The gameplay is pretty good. Souls-like in a way. Attacks feel heavy and could benefit from a hit indicator, like a meatier hit sound or impact effects. You see this already with the large ones when they flinch. You can really feel your sword making contact when they stagger backwards. The smaller enemies for some reason are the ones that hardly react when you hit them, so sometimes I don't feel like my attacks are doing anything. I also think you shouldn't be afraid to make your heavy attacks feel even heavier. I found that you can practically spam the heavy attacks with little repercussion. You can get away with clearing a whole area using heavy attacks because the attack speed isn't that much slower than regular attacks and they deal more damage. Again, think of Dark Souls where the heavy attack windup is so sluggish, and the follow through is also so delayed. You can really feel how 'heavy' the heavy attack is. Lastly, I think the dodge seems to go towards the direction your camera is facing and not where the player character is facing. There were several times where I am strafing while keeping my camera on the enemy and I try to dodge in the direction I'm strafing towards but instead I find myself flying towards the enemy I'm looking at. I don't know if this was intentional, but if it isn't then that's something you can think about and work on if you want to keep working on this post-jam.

Anyway, great job you two on creating a pretty solid entry for this jam. Again, impressive work for the time frame provided, especially considering it's just two people in the team. Congrats on your submission!

Developer(+1)

Hello, thank you so much for playing the game. Bunppang and I slept very little during the jam tbh lol but yes a lot of the combat needs retweaking, just ran out of time and also ran into the limits of my bare bones programming knowledge . For example, since originally the camera was in topdown view , the dash worked differntly, just didnt have time to figure out how to make it work when I changed the camera position during development, honestly mightve been better to stick with the roll idea I originally had but alas, again bit off way more than I shouldve but whats a game jam for if not to learn and improve on I suppose. Anyway, thank you again for playing through the game, always appreciate people taking the time to give constructive feedback!

Submitted

Incrediable Work!

Can't imagine to creating this in only 2 weeks

Really like the intro cutscene

Some points maybe can be improved:

1. Attack combo feel too heavy, maybe can consider decrease the interval

2. Shift feel like teleport, sometimes easily miss direction

3. Enemies health bar should always face player's camera

4. Jump feels uncessary here, because there is neither jump attack nor any high place that can only be reached using jump

Developer

Thank you  so much for playing! As my first real foray into attempting to do a lot of the programming myself along with some off the modeling i def bit off more than I could chew lol super thankful to Bunnpang for providing their beautful art to this, But yes, super appreciative of the feeback, it motivates me to get better for any future projects!

Submitted (1 edit)

loved the ambience,  really nailed it

graphics started on high and it slightly nuked my pc as soon as i opened it lmao

the intro cutscene is gorgeous, amazing work on it

the gameplay feels kinda weird, here's a few stuffs i noticed: 

- the jump is kinda floaty and sometimes gets a double jump

- moving the slash direction not always rotates the character which makes some of the combat harder to maneuver and hit targets (quite noticeable on the last fight)

- the secondary attack takes too much time and feels like it deals the same as the primary one

also the enemies HP seems to be only visible from the front


overall it was really cool, loved it!

Developer(+1)

Hello! thank you so much for taking the time to download and play. Bunnpang created the stunnning intro and outtro videos and I'm super honored to have gotten to work with them. Also super grateful for the feedback, I'm a super noob when it come to programming so always looking for where I can improve for the future! (Sorry about almost nuking your pc orz)