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Whispering Ashes: Verdant Echoes Saga's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #102 | 3.467 | 4.182 |
| Innovation | #289 | 2.412 | 2.909 |
| Gameplay | #291 | 2.412 | 2.909 |
| Theme interpretation | #300 | 2.563 | 3.091 |
| Overall | #307 | 2.563 | 3.091 |
| Audio | #378 | 2.035 | 2.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/danilbo/WaveProject
Game description
Top Down Action Adventure in colorful world of legends.
Theme interpretation
Our game called "Whispering Ashes: Verdant Echoes Saga" Short name WAVES. We also have few enemies waves.
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Comments
I've been excited to play this one for a while, just was waiting to find the time to give it, turns out it was quite short anyway! (That's not a criticism)..
I think you guys killed it for a month, you should be very proud of yourselves, and the OC and enemy designs are really nice, I could honestly see this evolving into something special, if you went in that direction.
The only thing I felt it missed was some music, maybe audio queues for attacks, I'm guessing you didn't include because you wanted the end product to be exclusively your own, and if that is the case I respect that. I feel like throwing some unlicensed music in there would have done more good than bad however.
Well done team.
Thank you so much for your kind review! You are right about the music, in the moment we didn't think of using something as a placeholder. Well, will be a lesson for a future.
We are already working on an updated version, will be doing our best 💙
It is a good, nice game. Just short a bit.
Great job!
A note: next time, you should use zip because everyone have it on their own PC.
Amazing art style and shader, and nice idea with the comics!
Is there audio? I couldn't hear anything 😕
Unfortunately, can't say the same about the gameplay:
I think this was just too much for the 30-day, try limiting your scope so that it fits what you're best at 🙂🙂
Thank you very much for taking the time to play the game and for such detailed feedback - we really appreciate it!
You’re absolutely right about most of the gameplay points, and I agree with you. We clearly didn’t have enough time to properly polish movement, feedback, and combat. Our main goal during the last stretch was honestly to assemble something playable rather than leave it unfinished, and that definitely shows.
About the lack of death: this was actually a conscious (though very rushed) design decision rather than a bug. We were afraid that frequent deaths on top of all the rough edges would just frustrate players even more, so we chose the “no death” approach as a temporary solution. In hindsight, it’s far from ideal.
Audio is also missing simply due to time constraints - same story there.
Your point about scope is totally fair as well. It was a bit too ambitious for the time we had, and that’s a good lesson for us going forward.
Thanks again for playing, for the honest feedback, and for the kind words about the art and comics. All the best to you, and good luck with your own projects!
I loved the art style and toon style shader, and I could see the intent here.
I think there are a few little things that could improve the experience significantly…
First, I think the sword should be much longer, at least twice as long as it’s current length. Additionally, swinging the sword should move you toward where you are swinging, and the sword swinging should be much faster. It should feel very crisp and aggressive.
Second, the gun aiming should be near instant, allowing rapid fire. Weaken the gun / crossbow to do less damage, but make it much faster. At present aiming takes a long time, and any hits put you into a lengthy dizzy animation. Instead, aiming should be fast and firing quick, being hit should knock you back rather than an in place dizzying animation.
The dash feels great, but it feels out of place compared to the slightly slow and clunky combat. If all the elements felt as crisp as the dash, the game would play significantly smoother.
Finally, some effects (both sound and visual) to increase the crunchiness of the combat feel, and some background music, would make this experience feel exponentially more immersive.
I think those changes would give the combat that this art style deserves. The game looks fascinating, and I loved the “cinematic” shown in comic panel style, I think this game would shine if the combat was polished to the same degree as the art.
Great work!
Thank you very much for such detailed and thoughtful feedback — we really appreciate you pointing out the issues and even suggesting possible ways to improve them. We’re especially glad that you liked the visuals. Unfortunately, due to time constraints, we weren’t able to bring some other aspects of the game to the level we wanted and had to rush to get everything into a playable state.
We’re already working on improvements and fixes, and we hope to share an updated version soon.
All the best, and thanks again!
Gave it a shake. Fantastic art really pretty and stylish I loved everything about the art. Also the little pop up animations were cute. The movement felt aight. The run was good the dash was solid. But something about the camera follow was unsmooth or overly locked and it caused some pretty bad edge stuttering especially if dashing backwards. (could be unreal issue tho) The hit animation was nice but the hit box was weird (felt like it tracked the sword instead of player direction) and a little hard to read. I mostly just used dashing back and shooting. I actually really liked the mechanic of the crossbow and used that way more than the sword. The crossbow looked and felt really good and had a good balance of risk and reward in it's usage I'd say lean into those instincts, risk reward, clear aiming etc. Sound was a little underdeveloped but what was there was good. The enemies were real cool. Overall this is such a visually striking game and a lot elements come together nicely.
Thank you so much for playing and for the detailed feedback! Really appreciate the kind words about the art and the crossbow - glad those elements stood out.
We’re already working on polishing the rough spots you mentioned. The camera and movement issues are definitely on our list, as well as improving hit detection and making attacks more readable. Sound will also get more attention in the next updates.
Thanks again for taking the time to share your thoughts - it really helps us improve the project!
It has already been said but those visuals are STELLAR !! Very eye catching, works well in-game and the colour palette is vibrant. Great job !!
Thank you so much! Really glad the visuals and colors worked well for you. We put a lot of love into the style, and it means a lot to hear this. Thanks for playing!
The game had one of the best graphics in the whole jam, but the mechanics and movement felt a bit rough, I'd recommend redoing the movement and attacking, as it did not feel good to play with, but it was more then solid for a game jam.
Thank you for the kind words and constructive critique! I’m really happy the visuals landed well. As for movement and combat - absolutely, there’s lots of room to polish, and I appreciate you pointing it out. I’ll keep working on it!
Visuals are very nice
thank you so much! 💙