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Realm of the New God's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #29 | 4.111 | 4.111 |
| Sound/Music | #49 | 3.667 | 3.667 |
| Art / Graphics | #62 | 3.778 | 3.778 |
| Controls / UI | #78 | 3.222 | 3.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have competed before, how has your game changed?
This game has been updated a few times since the jam started and I'll probably keep updating it throughout. I'll continue editing this comment as I update the game.
Most recent update: September 13th
Changes so far:
Picking up guns no longer equips a new one if you have that gun already.
Reduced enemy counts and fixed soft locks in multiple levels.
Updated tutorial.
Updated menus.
NPCs are immune to player's attacks.
You can hold spacebar to swim up.
The earlier tomb levels have had their layouts edited to hopefully allow better use of the game's movement system
Unique summons now properly summon
Number keys can be used to select weapons
Changed the wording on some menu button to be clearer
Moved the merchant on the island level closer to where the player starts
Changed underwater movement to be less insane
FOV and mouse sensitivity can now be changed from the pause menu
Added motion sickness warning to the title screen
You can now "clear" a level by killing every enemy in it. Doing so will reveal how many secrets that level has and how many you've found, as well as (mostly) preventing the enemies in said level from respawning when you revisit it.
Added tutorial level to hopefully teach the movement better
levels with no secrets no longer show the secret counter
Fixed the character menu always sending you to the tutorial
ground-pound is now bound to ctrl
flare gun now uses it's own ammo instead of 5 pistol bullets per shot
A number of other smaller things.
Genre
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating
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Comments
Hi CodyBrealey!
This was a surprising entry as I've actually seen it quite a few times but never got a chance to play it from other jams. I had so much fun that I actually didn't want to stop. In fact, I kept expecting the game to end already but it kept progressing and surprised me with more content! So here's my feedback!
Gameplay:
Audio
Visuals:
Other Feedback:
Overall, the boss stages really had me really engaged and the first time I heard the music for them had me a little on the edge of my seat in anticipation. I need to get back to playing the game more but I hope you continue expanding on the game!
Thank you for your time and for devs creating such fun games!
Regards,
- Glim
Here is my gameplay video if needed:
---It's alpha, so... understandable why it's so barebones. The camera is not that good for people who have motion sickness, so perhaps some setting will help in the future. At first I was planning to end my gameplay a soon as possible because of the camera, and the control that feels... confusing at first, but I tried to play the game till I reach the first boss.
Overall despite the sheer amount of things I could critique or have done so above, this isn't terrible and I actually somewhat enjoyed this jankfest , up until 'character select' yoinked me back to the beginning.
Hey there ChainandScale here!
What I liked
It takes some getting used to the movement and timing jumps. I think the amount of enemies at times can be a little overwhelming a grenade would have been good to have at times. Otherwise I loved this and I look forward to seeing updates.
Hey there! I tried the demo and enjoyed it, and the game runs smoothly.
What I liked the most was the dark ambience and the enemy designs (I liked some of the noises they made). I feel that with controller support it would be even better, but the movement in open spaces was great.
What I had problem was with the weapons cycling. While in combat, it was hard to choose what weapon I wanted, and sometimes I even ended up without a weapon equiped (maybe use numbers to select weapon).
I'm not a fan of the first part, spaces were tight and you move a lot. After leaving the boat I fell into the water, and when jumping I almost could fly haha.
This game was interesting! Definitely a diamond in the rough for the right type of player.
I'm just going to dive right into the things I think could be improved, because for me anyways this game still feels like it's very early on in development. Perhaps I am incorrect, since this kind of shooter is new to me, but that's the overall vibe I got due to the lack of direction on where to go next in the world and much of what I'm about to share following.
In character creation, disconnect the movement of the character from typing in your name for said character. And, unless there's going to be future dialog or a save slot that includes using that name, maybe just do away with the name entry overall.
Please add some music to the menu area. The pure silence is almost unnerving. Just something quiet in the background honestly goes a long way.
Text on screen needs a drop shadow or outline or something to make it more legible when it comes to the story telling. White text on a busy background is hard on the eyes after all.
Being able to adjust the volume of things in-game would be nice, too. Not all speakers/headsets are created equal, and not all hearing is the same. I tend to have very sensitive ears, so I usually turn volumes down in games for that very reason. Other people might be harder of hearing and want to turn them up. Having the option is always good.
Speaking of options, being able to adjust the mouse sensitivity without backing out of the game completely would be top-notch. That way I can see immediately if I've fine-tuned it enough.
I'd also recommend a small tutorial to go over all the mechanics, like picking a weapon, using a weapon, etc. It was a solid start in the beginning (where the bug with the first enemy was discovered), but it could be a little more robust.
With the weapons too, please label them as you pick them up with their function, for choices, and have them labeled in your wheel. "You've found a flare gun. It will light up a space for 30sec and the flares stick" or "A shotgun. Deals heavy damage but has a slow reload"
The pixel graphics are fun, but they don't lend themselves well to visually discerning between firearms quickly in my experience.
Finally, something I mentioned to you as well when you were there in stream with me, a motion sickness warning is going to be important for this game. I wasn't expecting to get motion sick from playing, but I had also never played a game like this before to know. The rapid movement in multiple directions was definitely a lot for my poor brain to deal with (since motion sickness is a disconnect between your brain perceiving/not perceiving movement and your ears doing the opposite), and I think the game would only benefit from that warning like others do for epilepsy warning etc. This way someone who is motion sensitive, like myself, can consider looking up gameplay first or playing a demo to double-check before going full-bore and possibly being frustrated by a game they can't play because their own body has to get in the way. You've done nothing wrong designing the game the way you intend it to be played, and the way probably that genre of games is designed to be played, but warning people ahead of time is always good.
Overall it feels like a really solid foundation. I think there's definitely a target audience for this type of game. I was enjoying it while I was playing it, minus my motion sickness frustrations. Honestly I bet it's a game my little brother would get into, and his friend. They're who introduced me to FPS games in the first place, they just aren't content creators.
My VOD is here, your game is timestamped in the bookmarks:
Henyo! First of all, thanks so much for getting me to try out your game, it has been my favourite demo so far! You have introduced me to a new genre of game that I've never tried before which is movement shooters. There are a couple comments I do have about it but please don't be discouraged, I hope it helps you improve and move forward with development.
Overall very well done, the creatures had distinct silhouettes so it was easy to tell them apart from each other. It's a very impressive vertical slice for the game that you are developing, it's huge and I can't wait to see more from you. Best of luck!
[Part 1] https://www.twitch.tv/videos/2547478019
[Part 2] https://www.twitch.tv/videos/2547479434
It's a great start, and I had alot of fun with the combat! I do feel like I may have missed something and didn't progress all that far. But, for the parts I did see, it was a very interesting and nostalgic experience. Enemies seem well thought out, and the engagements felt great to resolve. I'd love to see this game more fleshed out, and I can't wait to see where you take it.
Some general critiques:
The VOD is linked below, and will be available for 60 days. If it's needed for longer, please reach out and a highlight can be made.
https://www.twitch.tv/videos/2545634493?t=0h6m44s
This game has been updated a few times since the jam started and I'll probably keep updating it throughout. I'll continue editing this comment as I update the game.
Most recent update: September 11th
Changes so far:
Picking up guns no longer equips a new one if you have that gun already.
Reduced enemy counts and fixed soft locks in multiple levels.
Updated tutorial.
Updated menus.
NPCs are immune to player's attacks.
You can hold spacebar to swim up.
The earlier tomb levels have had their layouts edited to hopefully allow better use of the game's movement system
Unique summons now properly summon
Number keys can be used to select weapons
Changed the wording on some menu button to be clearer
Moved the merchant on the island level closer to where the player starts
Changed underwater movement to be less insane
FOV and mouse sensitivity can now be changed from the pause menu
Added motion sickness warning to the title screen
You can now "clear" a level by killing every enemy in it. Doing so will reveal how many secrets that level has and how many you've found, as well as (mostly) preventing the enemies in said level from respawning when you revisit it.
Added tutorial level to hopefully teach the movement better
levels with no secrets no longer show the secret counter
A number of other smaller things.
Unfortunately softlocked myself in the white sand area by taking the door back to the boss arena. Lot of fun up to that point
Had an absolute ball playing this, laughed so hard and got some good jump scares. My chat was dying at the God mode LOL And OMG thank you for not having the character be slow as molasses!
I do think the weapons should just be combined on the same type versus having multiples as it made it harder to cycle through. I also noticed whenever I went through a door, I'd come out with the flare gun equipped, versus whatever gun I had before.
I made it to the tower with the 10 floors or so that you could fall down to the bottom of if you weren't careful. Couldn't clear it, but had fun trying!
VOD link: https://www.twitch.tv/videos/2543795410 I started it around the 36 minute mark :)