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Eternity's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.286 | 4.286 |
| Art & Music | #1 | 4.571 | 4.571 |
| Fun | #2 | 3.571 | 3.571 |
| Theme | #2 | 3.857 | 3.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you feel during the game jam?
It was fun experience but as usual I approached it a little bit too ambitious and burnt myself a bit!
What special rules did you follow?
Minimalistic - All game in one scene
Double Meaning - The game has to have a second, hidden meaning suggested by art/events/indirect lore
Infinite possibilities - add some type of randomization or procedural generation that makes each playthrough unique
Indecisive - Combination of 2d and 3d in game like level design
Halloween - Make sure your game contains spooky elements
I am machine - Create as much as possible using AI tools. Avoid any manual work (100% of code created using AI, music created using AI)
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Comments
cool game! interesting combat with 2d enemies and procedural generation.
The music was great, and the enemies were very interesting ! I think the overall vibe was great and would love to see more of this.
Great music, good combat. I was not expecting the rogue like tech? Very pleasant.
I also liked the enemy design.
I enjoyed playing Eternity! The 2D and 3D art is PitiIT, which I love, and the audio draws you right into the experience. The game handles well, making every moment feel thrilling. Good job, sir.
However, I wish the reward drops would automatically come to me instead of having to chase them down. Also, I’d love to see the difficulty ramp up a bit more as I progress. Overall, it’s a fantastic dungeon crawler that’s just a few tweaks away from being great! ⭐️⭐️⭐️⭐️
The art in this game is awesome I love the cutout look of the enemies and player, it really gives the game its own personality and is very clean! The difficulty didn't seem to ramp up to much for me, and the spawn rate of the souls felt a biiiiiit low, but honestly, it was super fun and I could've probably gone playing longer! Thanks for hosting and loved it!
Your enemies are sooo cute. I am glad you put as much effort as you did into the art because it looks adorable and cohesive. I never would have thought to mix 3d and 2d elements or could have imagined it to work so well but you mastered it in a way that feels satisfying. While the theme is expressed in a straightforward way I really like that you made the theme a part of the mechanics themselves! I know we did not have a lot of time, but I will say as much as I love the art I do wish that there was more variety in the different levels. Even a simple color change to portray that you are at a deeper level. I am not converted yet on using AI, but I can see how using it allowed you to add more depth to the game and produce something that feels more complete in this short period. I appreciate your transparency about having used AI. I will say the enemies do not feel as challenging as I wish they would and I can only imagine if you made this into a full length game that the difficulty would only increase. I love that you added upgrades to this and the perspective you chose. Overall I like what you came up with and with some alterations I could possibly see this as a published game c: and thank you for hosting
This game is way to cool! I played it more than I like to admit and I tried all upgrades I found! Amazing!
Little deep dive:
1. When attacking (hold LMB) and then Hold Shield (RMB) you can attack and Block at all the time -> by that the fireballstuff gets useless because it does not allow you to be invinceble.
2. The Enemies are varried but not in their feel -> all look at you and move to you and on contact hit you -> maybe make the small fur ones die on onehit, but explode after death. Let the bats be even faster and go past the player. The goat is cool but also only one thing, maybe let it shoot fireball and melee as a varriatey.
Also by pushing monster into the lava I noticed it does neither hurt them nor the player.
3. Upgrades: The axe was okay, the beginner sward is allready good because its fast - maybe reduce the knockback on the sword and increas at the axe for better differenciation - the fireballstaff needs a BOOM! like when you hit somewhere makean sphere colider spawn and particles that fly in all directions. The Damag upgrade is ... kinda useless because you nearly don t feel it , only if you pick it 4-6 times. everything dies in 2-4 hits.... so ... maybe a stronger buff is recomendet.
4. what are the coins for?
5. Visuals - I would have loved some splatters and monsterparts flying around when they get killed- it would fit the theme alot!
Although this sounds like a lot of critic, it is not! Your game inspired me to alot of things and I want to have more of it! Its great as it already is and fits one specific point of gamedevelopment and that is "FUN" it simply makes fun to run through and fight. Great work!
Little recommendation if you want to work further on this:
https://penzilla.itch.io/huge-hellscape-platformer-tileset
That could be usefull!