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A jam submission

VampearView game page

Use soundwaves to light the world and defeat evil vampires.
Submitted by Isilmera, sootycat, SexyCookieEater, S'Hill, Djarlem, CptChris2000, Wiloux (@Wiloux_), Wavend, Jelutite, Jelutite — 23 minutes, 2 seconds before the deadline
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Vampear's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#753.6363.636
Overall#1753.0003.000
Innovation#1852.8642.864
Theme interpretation#2282.8642.864
Audio#2752.5912.591
Gameplay#2822.4552.455

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/sootstain/Vampear

Game description
The Dawngazer, a powerful, blind vampire, is sent into action to destroy a cabal of vampires who try to gain authoritarian power in the human world.

Theme interpretation
The player needs to use sound-waves around them to orient themselves and find a way through the level. Making their enemies scream may or may not be the most efficient way to get around ;)

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Comments

Submitted(+2)

The 2d art was outstanding. character designs were  also a highlight.

Gave me all the ps2 feels as promised, really nice work!

Submitted(+2)

Solid entry. I get a soul reaper kind of vibe from it. Nice effort from a big team. Well done. 

Submitted(+1)

the mouse sensitivity is a bit high on webgl. I like the character designs! The combat might need a bit of work but the foundation is there! The bell ringing to brighten the map is cool, reminds me of Assassins creed.

Submitted(+1)

The camera shift when throwing the bell was a bit disorienting. Also, why were there that many enemies at once ;( 5-8 would have been more than enough. I also feel like throwing the bell should give more information / reveal more of the map. I can see the game being very good with more polish/balance and some UI improvements. 

I liked the art during the dialogues, it was very impressive. Reminded me of some Supergiant games. The combat felt kind of like the arkham games

Submitted(+1)

Nice work,it seemed like a big team worked hard on this!

Load time was a bit excessive, but I can see why.

The objective area in the first part was a bit unclear.

I hit a bug where if you die while draining blood, you can still move around as a corpse but always lay back down after taking an action:

I recommend increasing the effectiveness (range/power) of the character's attacks to make combat feel a little less monotonous.

Also, a slow-down effect when projectiles come close to allow more time to dodge would be a nice touch.

Additionally, I recommend allowing dialogue to be skipped past faster, because after reading the line I was just staring at the screen waiting for it to let me advance the conversation between missions.

You really captured the PS2 feel, and I loved the use of sound-waves for the theme, great work!

Submitted(+1)

I really loved the ambition of this project. It had a lot of depth to it and a lot of complex systems that you wouldn't typically see in a game jam submission. My only gripes were with the lack of fluidity in combat and the lack of interpolation on the bell aim. But honestly, this was really cool. Well done!

Submitted

Awesome art and combat system. I also struggled with the goal like someone mentioned below, but I really liked the concept and definitely coming back to enjoy and explore this one more :)

Developer(+1)

Quick tip : You can grab ledges! 

Submitted

It's clear there's a lot of work behind this game. Unfortunately, a glitch (I think) while aiming makes the experience too difficult to play.

The goal isn't entirely clear; after killing the first few enemies, I couldn't find anything else.

Submitted(+1)

Great premise and idea. I liked the art both in the main game and the dialogue. The gameplay is a cool idea but rough in a few ways. Enemies were too squishy, all had huge advantage against me with their ranged attacks and clumped way too big. The first thing I ran into was like 20 enemies which kind of felt unwinnable. Also when you trigger bell mode the sensitivity goes up and the y flips which was very disorienting. Otherwise I really like the base idea this is a pretty fair and cool way to do sound based gameplay so I found that pretty great. Really ambitious and impressive. 

Submitted(+2)

Wow, what a submission. Did not expect that in a jam. This has everything, good graphics, solid gameplay, fitting sound and a artwork driven story that is beyond what you'd expect in a jam game.

So - Is this a winner game? Maybe, actually, I would just like to address one flaw: the 3rd person controller was hard to get a grip, at least for me. Aiming mouse sensitivity was crazy difficult to control.

Other than that - what a good job. Animations, wall ledge grabbing, dashing, stun, everything is done so well.

Hope the progress is saved. I'll definitly revisit this

Submitted(+2)

Wow, I really liked it. 

 The first thing I'll say is that the graphics really impressed me and took me back to the old days. Thank you for bringing this game to my attention.

 The second thing is the theme, at least it seemed like it. The light is not a wave or a part, but it's still a wave. Congratulations on your achievement.

You're really cool.

Submitted(+2)

Congrats on assembling the game with such a big team!

Great vibes, ringing some bells of the good old times of Bloodrayne and Vampire The Masquerade.

I would love to enjoy the sprite design and story more, but the text was moving forward so relentlessly, I couldn't do any of that :<

The concept of sound-based visualization is very interesting. It is challenging to use it together with close-combat action, though. So many vampires had to die just because I missed the bell by 1 cm to see the way forward ¦3

Mouse control felt a bit strange with this "throw" action. The game seems to remember the previous cursor position, so even if I put the camera all the way down, it may reset it all the way up when targeting. And, for some reason, camera sensitivity becomes 100 times higher when targeting, making it very hard to target anything.

But you've been able to make so many things in such a tight timeline! Pretty solid platforming with climbing, nice shader effects, full combat system with combos/blocks/throws/dash, multiple levels, dialogues, and even in-game cutscene before the last boss! Great job!