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Skyless - Chronicle of Citadel's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #197 | 2.312 | 2.312 |
| Enjoyment | #215 | 2.188 | 2.188 |
| Creativity | #225 | 2.375 | 2.375 |
| Audio | #225 | 2.000 | 2.000 |
| Art | #229 | 2.125 | 2.125 |
| Overall | #229 | 2.200 | 2.200 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The gameplay loop was good. The rock pillars didn't quite match the terrain and felt a bit out of place. Kind of like when Scooby and the gang search a locker for clues and the locker is clearly drawn by a different artist than the person who drew the other lockers on the background image. I also would have liked a more unique character that matched the enemies art style. Rather than the Mixamo y bot gal, but I get it. 2 weeks is not enough time to create a 3d player. All in all it is a pretty decent game for a 2 week time span.
Thanks! I actually made pillars and the landscape myself, so it's technically the same artist. But yes, the outline wasn't exactly a successful approach (I probably did it to avoid the impression that the object couldn't be easily identified on screen, although that's probably unimportant).
I don't think putting a jazz like music as the background music was a good idea. A bit sound effects when player kicks or use the souls and enemy dies would improve it. You also have a collision problem. I enter the rock and got stuck there.
Thanks for criticism.
Yes, I was thinking about music, but when I was browsing OpenGameArt for music (I was too lazy to write my own), imho there was some garbage (Disclaimer: I respect the authors' work) with a CC0 license. I didn't feel like scrolling through a long list, so I chose the only thing that sounded good and wouldn't trigger a DMCA violation.
Regarding the collisions, I don't even know why it happened, but on the last day of the jam, everything broke ðŸ˜, and that's why so many strange bugs appeared. I'd really like to fix these bugs, but I don't know what caused them. Long story short, I'm burned out and, unfortunately, I've lost all desire to create games. 😪
Really solid first jam entry! But i did get stuck once at the beginning when i had to choose one and i picked both.
An amazing game for a first jam entry! Hades is one of my favorite games as well. This game can have the potential to be like that with a bit of polish and varieties of weapon upgrades! Great work though!
Thanks!
This is a really strong foundation, especially for a first jam!
Thank you!
This game is alright and I do like the mechanic of coming back stronger after every death but it could definitely use work in making the direction of where exits are more clear as I had to stumble around the room to look for the exit. The art direction is also not too clear, could likely use a makeover with a clearer vision in mind. The melee attack also felt a little clunky to use as I had to effectively either facetank the enemies head on or attempt to kite them with an attack based on character direction which doesn't feel as good. All of what I mentioned may sound a bit discouraging but I believe with these changes and more additions to the game over time. it could be a really cool game.
I suspected the combat system would be clunky, and it was probably a mistake to do the graphics first and then the gameplay. I didn't have time to define the transitions. The game has a dash, and if you perform a quick attack after the dash, you can fire a projectile. I don't think I described the gameplay at all in the game description 😅 I don't know if it's laziness or lack of time, but I'll fix this in future projects.
I thought the player's 3D animations were really well done. It was a bit hard to judge the distance or hitbox I had to be to hit enemies and I wished I could attack in the direction of my mouse instead of the character's facing direction, but after getting used to the game, it was enjoyable! One thing to note is making the exit direction of the upgrade or death area a bit more apparent since I didn't know I had to go through the stone pillars for the longest time haha
Thanks very much!
The gameplay loop was great, and the player was fun to control. In my opinion, while the art was great, things like the player being a 3D model while the enemies were 2D drawings did end up clashing too much, but that doesn't take the fun out of the expierience, overall, I liked it.
I simply didn't have the time to churn out another model + animation + camera + render ðŸ˜. + each rendering consumes too many resources on my GPU (integrated Intel graphics 👎).
Yeah, that's fair
I like the gameplay loop, the movement and controls are really smooth. There's only a small nitpick is the caves directions are a bit hard to see at first, if there was a highlight that I could go to a specific position after clearing the section would be awesome. Overall, the game was really enjoyable and fun to play!
Thanks for the feedback, and yes, I had this idea, but I never got around to implementing it (or was too lazy 😪).
omg 🤩 ( works with wine too )
thanks!