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Let Slip The Gods Of War's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #5 | 3.750 | 3.750 |
| Gameplay | #7 | 3.250 | 3.250 |
| Aesthetics | #8 | 3.875 | 3.875 |
| Theme | #8 | 3.875 | 3.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Contributors (who worked on this game?)
evlbzltyr (music)
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Comments
So cool, you definitely managed to give a grand sense of scale to the moving cities.
Unique setting and concept! Part of me really wished for more of a detailed stat breakdown of what each part did (range, damage, that kind of thing). It would also be nice to know the orientation of where I'm placing things so that I could build towards something where I want to keep broadsiding or face-forward.
very fun concept! It's fun to figure out exactly how well the various installations work, and the game isn't so long that it becomes frustrating.
The shakicam and gunsmoke were all nice touches, visuals feel simple, readable, and pretty. I liked the prose, and it was courteous to make it skippable :)
It's too bad you can't trivially decompile Bevy like you can with the Godot submissions.
Music is fabulous, happy to see evilblytzr could write some in time
Yes. Courteous. And totally not just being easier to program that way. :D
Is there anything specific you wanted to see the code for? This was my first time using Bevy so I can't vouch for my code being correct or good but I can share if there was a particular thing you're curious about.
I just like to poke around, actually! Mostly curious about the code for walking: are the legs rigged and animated in Blender or were you moving them around in Bevy?
The legs were rigged and animated in Blender. In Bevy, I had to set up animation events to trigger on each footstep.
It was my first time doing animation, so it's probably not the greatest. Especially since I made some big changes to the movement speed late in development, and didn't have time to redo it yet again to change how long each step moved. If you look closely enough you'll see the behemoths ice-skating a bit on the terrain. I was hoping the trees would hide most of that.
I really like the way you convey the scale with this - the panning around the giant creature as you equip each slot, the sound effects with their oomph, the dramatic view of the death animation, and the birds-eye view of it all. It's an interesting take on a semi-auto-battler type of game, and the equippables give it a surprising amount of depth.
Yeah, I knew that was going to be a big part of making the game feel right. I don't know if getting the camera to shake with every footstep, long before the actual core gameplay loop was done, was the correct game-dev decision, but it's the one I made, and it seems to be paying off.
I had plenty more ideas for equippables that also ended up on the cutting-room floor. Stuff like a flak gun that could shoot down incoming missiles, or a launch catapult for a little bomber (which might have been a small dragon instead), or some kind of melee option. So there's definitely room for even more depth.
New build, adds music! I'm gonna go ahead and call that finalized, for the jam at least, so you're clear to download and play.
Sort of a "just in case I pass out before getting the last features done" upload, I'm hoping to get a few more things knocked out, pun intended.
Can't believe I managed to learn a whole new game engine, how to actually do Blender animations, and who knows what else, in just two weeks.