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Cel-Acheron's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #31 | 2.841 | 2.882 |
| Visuals | #38 | 3.131 | 3.176 |
| Creativity / Innovation | #42 | 2.841 | 2.882 |
| Overall (Fun and Playability) | #45 | 2.609 | 2.647 |
Ranked from 17 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 first part of the game embraces a retrofuturistic aesthetic, reminiscent of classic analog tech. By pairing neon-soaked visuals with synthesized audio, I grounded the theme in a world that feels both nostalgic and technologically advanced.
Where did the assets come from?
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
Do you have a diffrent Discord nickname?
_bml_
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Comments
Now that is a rapid firing shotgun! haha, kinda wish it worked at range - but it makes sense it does not due to the dungeon crawlerness of it.
Solid entry and a nice take on the retrofuture. The web version had some weird performance issues so was glad to see an alternative dl
Very impressed with how the game looks and sounds. It's really immersive. I especially like the low poly enemies. There's also a nice variety of them - not just in looks but in behaviour also. And the loot system / equipment load out works very well. It already feels very complete, even if not everything is working yet.
If there's one thing I would improve its on the minimap: 1) show the direction you're facing and 2) show not just the tile you stand on but the 8 surrounding ones as well. then its much easier to spot corridors.
Still great entry!
This game looks hella impressive overall. The toon shader especially looks great. The combat is actually really fun, when the enemy doesn't keep dodging all of my attacks 😂. The XP system is really well-implemented and makes me feel like I'm being rewarded.
However, I'm lost as to where the objective is since I tried opening the map and didn't know where to go/look. So I pretty much just moved the yellow dot around the map only for me to spawn outside the dungeon. This game is really fun but consider adding objective markers on screen/map to save the player trouble trying to go to every exact location on the map.
Yay, I did it!
The base premise is good for the game, but it has to many started features for a jam game, more ambition of a larger release game and kinda falls short on both. There is some feedback that seems lacking in the ecncounters, which makes them feel stiff and hard to understand. Yes you can equip different stuff, but the combat doesnt seem to change much. Usually two misses then the same damage for a specific enemy.
The boxes are a bit strangely placed and hard to open. The lookaround seems super sensitive which makes it hard to aim. I tried to aim on the enemies a while from a distance, and never being able to hit them, no matter the lookaround aim, that took me a while to realize how the encounters works.
Enemies that dies seems to stay on the screen in its dead state which is a bit confusing when returning to a place again and it has respawned.
Sounds is nice and outlines of the synty assests looks great.
Thank you for the game!
My journey through Cel-Acheron is complete.
I actually completed the game twice, because after completing the browser version I tried the downloadable one to see if the performance would be better, it wasn't but all the textures from both the environments and enemies were quite more detailed so I did a full playthrough to see it all. I ended up finding a flame thrower and then noticed a different visual effect was actually implemented, that's cool.
The game looks and sounds cool. I think that it controls well, although my rig is too poor to completely know how it is on a real pc.
In theory the combat system is perfectly fine, with a detailed equipment and some consumables, but unless I missed something I don't think the difficulty settings work in this version as I didn't notice any difference between 30% and 200%. It was fun anyway to explore and always try to wear the best equipment even if it didn't make a big difference.
I wish the chests could be opened at least from a short distance because there are some I needed to turn the camera below myself to open which wasn't super convenient especially as the camera turned super fast.
Thanks for sharing!
Hm, where to start. A shame, that you could not really finish this. Is is possible at all to find the research stuff? And I completely missed the inventory. Graphics are nice, if a bit too green. Sound ist fine, but could be a bit less drowning. Impressive, that everything was 3d models in your game. Movement was smooth, but could be snappier when holding down forward. Opening the chests gave no feedback, so maybe that is, why I missed the inventory system. All in all this needs quite a bit of work, but is a fine start.
The game looks fantastic and the music has that sci-fi feel to it! My monitor resolution was either too low or too zoomed in to see the entire screen but I managed to work around that. Was fun to play!
I really liked how the level was designed and various areas flowed into each other. How there were corners of rooms cutting tiles and making them inaccessible and increasing the SF feeling of it all. I think though it would have been nice to see the room shapes a bit for even the tiles you couldn’t walk on because now it mostly paints out as a bunch of halls which makes it much harder to use for navigation.
It would have been nice though with these large areas and quite long halls to be able to hold down forward and just run.
I understand the systems didn’t get fully implemented and fighting was a bit unfinished with no way to regain energy. Or at least I didn’t find any. The game in general seemed quite turn-based, but in the fight it seemed like I could spam attack.
Also the mouse sensitivity. Scrolling inventory took for ever so I stopped looking while free looking was wild and very hard to aim on the chests.
Then, I don’t know if the game currently have any end state, but my computer crashed playing the web-version. Might have been because of OBS too. But that is the reason why the recording of the play-through just ends that abruptly.
Otherwise very slick looking entry and I’m always a sucker for a bit of SF.
Play-through:
Thanks for the the review. I'll note the suggestions and add them to the next release.
The mapping is really crude. It's built in real-time based on grids you can walk on. The plan was to build everything out and take overhead images to overlay on the map. But I was racing against the clock and took on more than I should have.
The fighting was supposed to be fully turn-based and, though you can spam the attacks, I believe it's just the effects that play and no damage was done. It's something I fixed and regressed right before release. But it looks bad and feels bad as it is currently.
There is an end state.
Thanks again!
the attacks actually being turn-based makes so much more sense!
this game looks incredible!! the art is fantastic and it feels like a cool world to explore
i think the systems had a bit of a vibe-coded feel - it didn't feel like the combat was particularly thought out and i found myself one-shotting most (all?) enemies. i think some more planning in how the player should progress and how it should feel to get stronger over time would be good.
regardless it looks great, sounds great and it performs well in the browser, an impressive feat!! great work :)) i enjoyed playing it!
Thanks for the review.
I'm not sure if you saw the popup at the start, but the game defaults to demo mode that sets the difficulty to 30%. This can be changed in the system menu. I didn't have a lot of time to balance so I wanted the game to be fully explorable for reviewers.
Combat needs a lot of work, but it's my design so I can't blame AI for that. If you play at 100% difficult or greater there's more of a challenge and progression, but it's still going to be far from perfect.