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A jam submission

Eye of GoremothView game page

Submitted by Enygmatic — 7 seconds before the deadline
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Eye of Goremoth's itch.io page

Results

CriteriaRankScore*Raw Score
Overall (Fun and Playability)#223.3333.333
Audio#392.7222.722
Visuals#433.0003.000
Creativity / Innovation#462.7222.722

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
The world has elemental rock-paper-scissors combat. For retrofuturism has some steam punk elements for one of the in-world factions, and Windows 9X aesthetic could maybe be considered retrofuturism(?)

Where did the assets come from?

Homemade graphics

Most Graphics were created by the team during the jam

Home-brew audio

Most Audio was created by the team during the jam

External graphics

Some graphics assets were downloaded or made prior to the jam

External audio

Some audio assets were downloaded or made prior to the jam

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Comments

Submitted(+1)

On the 1st attempt the 1st red guy died in a way that blocked me from moving anymore. And then I found out the restart level button did not work! haha. 2nd attempt was fine though!

Submitted (1 edit) (+1)

Super cool, I think my favorite part was facing off against the Orochi Burners. Before getting the water orbs, facing the one in the library was a tense encounter with a really nice reward. I like the hand equip system and the limited ammo for most of the items. Nice work!

One thing that annoyed me was that turning and strafing felt a bit touchy. I generally like to be able to press those while still holding down W, with those actions overriding it, so I can then quickly return to going forward after turning/strafing.

P.S. did you make the enemy models yourself? I really like just how low-poly they are while retaining a sense of realism, I've been trying to pare down some human models of mine recently haha

Developer(+1)

Thanks for playing!

I'm really happy you liked the library encounter, that was one of my favourite enemy encounters to setup! I now also see some ways it could've been done better, but I'm happy it has a little variety compared to other fights.

As for the movement yeah I've been wanting to try queuing movement actions for the player controller but have lacked either the time patience to implement it. Maybe next year!

The humanoid model I got from here: https://comp3interactive.itch.io/low-poly-human-mesh, the animations I got from mixamo and the textures I made myself. I've been using that model asset for several games now and I think they work quite well.

Submitted(+1)

Ah, very nice Windows look, but I think that this even more Win 3.1 than Win9x ;) Even the sometimes a bit garish selection of textures fit the style nicely. The movement needs some work. Going forward is good, but I would like to be able to turn multiple times, when I hold down the key. The inventory system is nice, there are even windows like context menus (consume etc.) Short but sweet.

Submitted(+1)

Instantly recognizable style (which is a good thing). Had fun with this one, even though I ended up just playing with dual mossy maces all run. The other weapons just seemed weaker in all cases. But I didn't mind. Whacking people was super satisfying. Well implemented real-time grid combat.

Developer

Thanks for playing!

Yeah I still really like the Windows 9X look so I would like to try it again but with some more twists or variations. I think the well is far from dry but I don’t want to retrace steps to the point of monotony.

As for the weapons that’s very interesting. Because the fire weapons should one shot all the Promethean enemies, and the water weapons should one or two shot the Orochi enemies. In fact the earth weapons are weaker against the Promethean and Orochi enemies, so maybe I just made them feel too satisfying lol. I’m glad you liked the combat feel though, was one of the major things I wanted to improve on over my past couple entries!

Submitted(+1)

Yay, I made it!

Remember playing your last game and enjoyed it also. Nice 95 vibes ;)

Would be nice with a bit snappier movement, but it works. Combat is fairly easy but whatto expect from 90's mobs anyway.

Good Job!

Developer

Thanks for playing, and the kind words!

I’m glad to hear my entry this year met the standards of my usual work for you! Yeah I decided the Windows 9X aesthetic hasn’t totally run its course yet, at least not for me so I reused it again this year with some additions.

I’ll definitely work on refining the movement, I think I’m just used to slower movement from other games I play so I’ve made a note to ratchet it up in future games.

As for the combat I always go for too easy over too difficult at least for jams. May make the game less interesting but means people can finish it. But yes I did also have Descent to Undermountain as an inspiration so some sluggishness was intended lol. 

Submitted (2 edits) (+1)

7 seconds before the deadline!? Absolute madman!

Instantly recognisable art style, and UI. Very reminiscent previous entries, howeverI didn't find any easter eggs to your previous stuff like I did last year! Only the mousemat. The enemies are much improved this year, and this was elevated by the elemental RPS.

I did have a bug on my first run, whereby the sanctuary door didn't open from the library level. I assumed I had missed something but on the second try everthing worked, so not sure what happened there. I did also have some hitching when the flameflower particles were being instantiated. I couldn't quite work out if it was the transparency forcing a shader recompilation or something else.

Everything else was great though. I've always like your art style, the combat was great and the game was the perfect length for me. Thank you.

Developer(+1)

Yeah, while I might have avoided sleep deprivation during the jam, holy moly it was a sprint to the finish lol.

I did actually have the game boxes of my previous games in that room with the mousepad! They were on the shelf lol. And while I did have art from previous games strewn around I tried to be a little less self-referential. And as you accurately noted this game builds heavily on my 2025 entry but with some improvements. I'm glad you liked the enemies! I wish I was able to further iron out some issues but I think they're an increment better than last years AI.

As for that bug with the sanctuary level, the only thing I can think of is if one of the levers was missed earlier on in the level with the two big green block pillars. Admittedly I didn't do the best job of sign posting, but there's one lever that opens the inner sanctuary door, and another that opens the outer door.

And yes the flamethrower particles are Godot hitching trying to load the graphics, it's been an issue in all my games, but it's strange that it happened repeatedly. It should hitch the first time and then load smoothly after that. In any case I definitely need to look into pre-loading assets for my next game.

I'm glad you liked my game, and thanks for playing!

Jam HostSubmitted(+1)

This was very fun and nostalgic! Loved the overall look and feel of this one. I loved being able to smash and burn my way through it.

Thank you so much for creating this and sharing it with us!

You can watch my playthrough here: https://youtu.be/5P8amA40vVQ?si=OlzexbkDHNRNeyX2&t=7087

Developer

Thanks for playing it on stream and providing all the feedback, it was really helpful!

Submitted(+1)

Enjoyed the old windows style feel to it. Combat was nice and forgiving (I suck normally at crawler combat). Had a couple issues with bugged audio and enemy corpses blocking progression. But other than that, nice work.

Developer

Hey thanks for playing and the kind words!

For the bugged audio at I correct in assuming it was the footsteps of the burner enemy in the library?

As for enemy corpses blocking progression I’m curious where were you seeing that? I don’t think I ran into that in testing beyond the first couple days of development so I’d like to sort that bug out before the post-jam patch.

Submitted(+1)

i enjoyed the level design and combat system, though a bit rough around the edges, i feel like the game really played on that win95 aesthetics because of limitations and i respect that.

Developer

Thanks for playing! Yeah the game has some parts I'm not really happy with, seems every year with my dungeon crawlers I fix one bug and 2 more spawn in its place lol.

I find both 90's windows and janky games endearing (and I've made plenty of the latter) so I'm glad that came across!

Submitted(+1)

Cool game! Love the windows 98 look. The writing is strong, and overall fun game to play. Hope to see more from you :)!

Developer

Thank you so much for playing!

The Windows 95/98 look has always felt very cozy to me and I don't know why but I love the look of something artistic that looks like it was rendered in accounting software lol.

I'm glad you liked the writing, frankly I wish I got to do more worldbuilding than I had!

Thanks for all the kind words and I definitely plan to have more games out soon!

Submitted(+1)

I destroyed the eye.

Despite not working perfectly on a technical level the game was great fun. I like the Windows 98 looking UI and since they remind the same period the different pieces of art feel consistent. The environments are varied and detailed given the context. I like the story bits, finding the secret in the library was cool, overall the controls feel good and combat was thrilling enough. I like the strong "Argh!", if it's a stock asset I may have used the same at some point.

Trying to use a bow godot icon or flamethrower was close to kill my pc and the enemies were stupid although arguably in a so bad it's good way.

Thanks for sharing!

Developer(+1)

Thanks for playing!

I'm glad you like the Windows 98 look, I still find it very cozy and charming lol. And I did definitely lean into the aesthetics of the era a bit with some clashing art styles, something about 90's-y2k era art I just can't shake.

I'm definitely glad you noticed the environments! I felt my entry last year was too monotone and samey, so I wanted to give a little more variety with the outdoors areas and different colour schemes.

I genuinely wish I got to do more of the story and lore bits, so I'm glad you liked what was there! And adding the library details was really fun, and the sort of thing I miss in jam entries usually.

I'm glad the combat/movement updates didn't cause any major issues, I wanted to add a little more physicality without it becoming too much.

I really need to learn to pre-bake effects in Godot, so definitely adding it to the list of things to sort out before next year. As for the enemies, yeah they have issues as usual, I fixed the bug where the player and enemies end up on the same tile, but now the enemies don't know where they're going!

Thanks again for playing and all the feedback!

Submitted(+1)

Reached the end and smashed the orb!

There were only couple of bugs I encountered - after ice cave next portal led to room with 4 pillars and they were missing textures when I approached from the side; second note about inventory was not readable, unless I would turn to the side and mouseover it then. Idk why exactly that note - others seem to be fine, except notes on the floor - I couldn't read them fully, since text would be cut at the window border. Oh and there was sound in the library after I beat that fire guy... that was looping right around him, but I couldn't quite understand if it was bug or something I missed!

Other than that I would also love more snappy movement, but it was all right to be fair - game wasn't too long to make it an actual issue. I was kiting everything, since mobs were reacting too slow for that movement anyway! 

Really cool that there were several weapons with their unique style. I loved machine gun ice everyone after i got it... though it didn't last too long :D

Developer(+1)

Yeah the missing wall textures I realized after I made the final build for the game and didn't have time to correct.

As for the note, I discovered what's happening is there's a collider of an NPC's "field of view" area that extends just into the tile of the note and potion. I've managed to fix it for the post-jam patch already!

The tooltips being cut off are an issue with the resolution so the game doesn't the players cursor is at the edge of the window, it's a single setting I didn't flip in Godot.

The looping footsteps is a bug, I saw it happen on stream and not exactly sure why it happens, but looking into it!

I think I must've just been playing slower paced games recently or something because I didn't notice the movement speed until others pointed it out! I think I was also afraid of the game being too fast-paced like the boss fight in my 2026 entry so I over-compensated.

Thanks for playing and all the feedback, glad you enjoyed it!

Submitted (1 edit) (+1)

That was a really fun take on a standard dungeon crawler! You've got some walls misaligned in the room with the 6 orochi warriors

Developer

Thanks for playing, I'm glad you enjoyed it!

Yeah there's a number of little details like that I only noticed after I made the final build for submission. But thanks for pointing it out, it will be fixed in the first post-jam patch!

Submitted(+1)

Really liked the Windows aesthetic and the place you go to when you die was cool.

Developer

Thanks for playing! I actually just uploaded a build with some fixes, so in the event you did encounter some problems I would appreciate if you tried the new build!