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A jam submission

DnD: Death and DismembermentView game page

Physics-based melee carnage in a fantasy industrial world
Submitted by Static Leap Studios (@staticleapgames) — 1 day, 30 minutes before the deadline
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DnD: Death and Dismemberment's itch.io page

Results

CriteriaRankScore*Raw Score
Would you like to see this character developed further?#233.6183.618
How customisable was the character?#403.2943.294
How satisfying was it to customise the character?#532.7652.765
Overall#563.0943.094
How unique were the customisations?#652.8822.882
Did you find it easy to customise the character?#762.9122.912

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Which game engine did you use for this entry?
Godot

How many times have you competed in GDKO?
0

What are your pronouns so I know how to refer to you in the videos?
He/Him

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted(+1)

I love the range of customisations you have! I kept having glitches where multiple tooltips kept popping up at once, and I struggled to read them. I think the mouse movement is really interesting and fun! Great work!

Developer

Thanks for the feedback! Now that voting ended, I uploaded the patch that fixes the tooltip glitch.

Submitted(+1)

Nice work! It was a bit challenging to customize things since the popups covered the working area and stacked; having them to the side would have been helpful. Also the font with the shadow really strained my eyes. I really liked the effect when you change gear and the stats update. Also kudos for controller support!

Developer

Thanks for the feedback! 

Interesting to hear about the eye strain, I would like to fix that.  Was it the tooltips/welcome message or other text?

Also, now that voting ended, I uploaded the patch that fixes the popup glitch.

Submitted(+1)

The welcome text. Since the font is thin, it ends up looking blurred. Comically it’s not as bad when small but fullscreen gives me a headache. Thankfully the other text is much better.

Moving the pop is MUCH better, though I’d also put the secondary popup underneath that one (for the definitions of words). Love seeing progress!

Submitted(+1)

Wow! Hammerfight is a cool game, it's high time to pay tribute to this mechanic. It's really cool, I'm looking forward to future releases.

Developer(+1)

Thank you! I'm really enjoying working on it, Hammerfight has a special place in my heart

Submitted(+1)

It looks interisting. 

Developer

Yeah I'm not an artist but I tried to go for a gritty fantasy industrial revolution style

Submitted(+1)

Huge fan of the physics based movement! Also, the customization is really satisfying here. Really hope you flesh this out into a full game, I think this would be loads of fun!

Developer(+1)

Thank you for the kind words!  I do plan to continue this project- I noticed the movement is very fun for some people and others really don't like it, so I worked up an alternate twin-stick style control scheme that can be toggled for the next update, but I personally prefer the feel of pure mouse control à la Hammerfight

Submitted(+1)

I think the character customizer needs some minor improvements, like the popups always covering the mouse and menu and the scroll straight up covering the other menus, but the other bits of your game definetly felt unique and fresh. I really like the concept of your movement, great Job!

Developer

Thanks for the feedback! I got both of the issues you mentioned fixed for after the rating period

Submitted(+1)

You have something like 3,801,756,816 combinations. I think this game has lots of potential. I don't think the movement is fully there yet, but I do like the idea of controlling my character with the mouse. It needs some more strict controls, at minimum an option in the main menu for mouse sensitivity, and the locking movement doesn't work with right click, but I think with some tweaking this could be a very cool game.

I love the style though. It reminds me of old school runscape and the like from when I was a kid. I'm glad to see this style of art hasn't died yet. Keep up the great work!

Developer(+1)

Thank you for the feedback!  True I didn't get the abilities working in time, just focused on customization for this one.

Mouse sensitivity is an option under "input settings," but maybe I'll bring it up on gameplay start so people with different mouses can adjust it in realtime, I notice big discrepancies between different hardware and browsers, so coming up with a preset is a little tricky - maybe I can make a calibration test where the user wiggles the mouse and I can normalize the input.  

Submitted(+1)

It's fun to run and sparring around with different weapons. Hope to see this being developed further

Developer(+1)

Thank you! I have an update in the works for after the voting period ends

Submitted(+1)

Great Job!:) Physics based combat systems isn't something I have played to much of but had fun messing around with it in this game!:)

Developer

Thank you for the kind words :)

Submitted(+1)

I really didn't understand the combat (still don't understand off hand items and how to use them) but I would really like to see this expanded upon, the combat could be really fun even though it took a while to get used to!

Developer

Thank you for the feedback! I was just focused on the customization for this round, so combat and abilities didn't get fully implemented this time.

Submitted(+1)

Oh makes sense, well done either way :D

Submitted(+1)

I'm a bit lost in the gameplay but trying to move around gave me the feeling of a really cool idea behind it. I'd really like the gameplay to be developped further. The customization with instant effect on character is cool. Good job !

Developer

Thank you for the feedback! The gameplay hasn't been made yet, you just get a little testing area to play with the character you build, but I'm really looking forward to making some epic enemies to fight!

Deleted post
Developer(+1)

Thank you! Yeah I played a game with a similar mechanic (from the side not top town) called Hammerfight, and it felt really powerful, so I'm trying to recreate a bit of that magic.  I don't know of any other games with combat like that, though

Submitted(+1)

I like the art of the loadout items. The hints are a nice idea, but pop up when I don't want them too. The buttons for changing the face did play a sound, but I noticed no change in the character's face. A bug I assume. 

Developer

Thanks for letting me know, I haven't seen that bug yet, which browser were you on?

Submitted(+1)

The bug happens when I use firefox. Tried it on chrome, no problems there.

Submitted(+2)

Just to chime in, I had the same issue in firefox on Linux, I figured it was on my end so I checked it out in Brave and everything worked.

Developer

Thank you for the report, really helpful for troubleshooting!

Submitted(+1)

Very cool! Really polished start, great customization! I don't really have any notes that aren't covered by other comments but I'll add that I could not play this game for very long with constantly spinning my mouse before getting some fatigue.

Developer

Thank you for the feedback! The mouse sensitivity can be adjusted if you're having to make big circles, but that might just make the fatigue move to your wrist

Submitted(+1)

My mouse has adjustable sensitivity and I run fairly high dpi, I started with wrist movement but that felt very "RSI inducing" so I switched to arm movements.  Not really making big circles so much as I guess the muscles involved, it might be a me problem. 

Submitted(+1)

Visually, very stunning. The layout seemed very organized and clear, and I liked that there was a tutorial that was easy to follow. Some great options to choose from and I like that there was a sample of gameplay. Only problem I experienced with the menu was the pop up that appeared over the buttons

Developer(+1)

Thank you for the feedback, I'm so glad you liked it!

Submitted(+1)

Great work. Loved the different weapons, the customizations and skills, and the gameplay demonstration.

I enjoyed playing around with different weapons in the scene--the swinging attack mechanic feels really smooth, and the physics feels nice to play around. One interesting thing I found is that the weapon's size limits my mobility in tight spaces, which I think could be utilized as a good mechanic. Everything else is crafted really well, and I especially like the effects and satisfying animations in the editor menu.

Not much to say, as I really enjoyed this one. One small thing is that when the descriptions of the item I hovered pops up, it spawns directly in the middle which makes me unable to select the item. Maybe moving it up a bit could help. However, it's just a small observation.

Great job!

Developer(+1)

Thank you for the feedback! Yes, the tooltip system is going to be one of the first things I update next time I get to develop this. I'm thinking to keep nested tooltips working and not block the icon you want to click, I'll have a dedicated space like the where the title area is right now.

Submitted(+1)

Awesome potential!

I really hope you continue this!

The customization is so good and I really like that you included the little testing scene! :D

Developer(+1)

Thank you for the feedback!

Submitted(+1)

Wow—seriously impressive. I can’t believe how much you managed to fit into just two weeks. Great work overall.

You absolutely nailed the selection screen. The only small suggestion I’d make is adding a bit more “game juice,” but that’s minor. I’m really looking forward to seeing this continue to progress.

One idea I was wondering about: could you lock in a spinning attack? For example, build up momentum and then hold a button to keep rotating continuously, instead of having to spin the mouse the whole time. And then another side effect becomes like a berserker, where you just over spin and fly about the room; could be a fun effect. Really well done.

Developer

Great suggestions! I have one ability that locks the weapon in place for stabbing, I think I could definitely make one keep the spin rate locked.

Submitted(+1)

A very cool concept! The ui pop-ups were a bit clunky sometimes, i couldnt see the item since it was blocked by a lot of text. Really curious to where youre gonna take this!

Developer

Thank you for the feedback!

The nested tooltips were a system I really wanted to prioritize, but I see that I should have them pop up in a separate CanvasLayer than the UI, so I can offset them from the icon I parented them to.  That and including an image in the tooltip will probably be my next two changes to that system.

Submitted(+1)

This is a really solid start, would love to see this developed further!

Developer

Thank you, I will keep working on it, hopefully you get to see a more fleshed out version next round!

Viewing comments 22 to 3 of 22 · Next page · Last page