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Shard of Divinity's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #19 | 2.956 | 3.100 |
| Execution | #22 | 2.574 | 2.700 |
| Enjoyment | #23 | 2.479 | 2.600 |
| Sensory | #23 | 2.670 | 2.800 |
| Overall | #23 | 2.670 | 2.800 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Developer Georgez, Musician Revionbel.
External assets
Map: Szadi art. on itch.io Enemies: Papoy Core on itch.io Sound Effects: Universal Sound FX by Imphenzia on Unity Asset Store Font: black_chancery on DaFont. I've used ChatGPT for some of the code. The logic came from me but the AI helped me find Unity functionalities that I was not aware of and speed up my learning process.
Comments on the jam
I had fun :) My second ever jam and I think I will continue working and improving the game, maybe even joining the 3 month MVM jam
Reference info
discord: whorzet
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Comments
Nice work, it looks and sounds great! I was, however, very sad that the rebind option didn’t work. The intro was cool but the text was hard to see over the background at times, and I wanted it to go faster so I could get to the action! Would love it see more!
Neat intro and background visuals were quite nice and I liked the movement mechanics you had for the bosses. The hitbox on the boss seemed kind of broken it is way larger than the visuals would indicate and made the bouncing movement frustrating. It was very hard to tell if I was hitting the boss, and when I wasn't it was unclear why. Some damage feedback for both the boss and the player, even just a simple damage flash would go a very long way.
I liked the background graphics and the music. The beginning was cool. I really felt the anger.
It was weird attacking with the mouse button, and I had no luck with the boss. It felt like I had to take damage to get close enough to deal damage and it had way more hp. So I just kept dying. Would have been nice to have an attack button on the gamepad, as I could move with it.
Really liked the vibe you were going for. The game has a lot of potential!
Played through and had fun. I liked the dramatic atmosphere.
Neat boss design! I'm so impressed anytime anyone can get decent bosses in during a jam. Bosses are hard to make! I did find that I lost more health trying to gauge how close I needed to be to land my strike than from actually getting hit by their attacks.
Also, just a super neat premise! I get some Shadow of the Colossus vibes.
I had to make the player combat in a rush so it ended up feeling pretty bad and the boss should probably have a circle collider instead of a box collider haha. thank you for the feedback :)
Still solid boss design for the time you had. Good work!
That intro was awesome, and I really liked that you unlock a core mechanic after the first boss and it was implemented in the second boss fight, congrats on the game!