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Undero Before's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #14 | 4.538 | 4.538 |
| Enjoyment | #31 | 3.692 | 3.692 |
| Creativity | #48 | 3.615 | 3.615 |
| Adherence to Theme | #50 | 3.692 | 3.692 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Reposting the bug fix link: New ve
This is a fantastic game! I was hooked from start to finish. As much as I wish I could have beat the ending boss, I still feel satisfied with the end! ๐๐
Had a blast with this one! Love your art.
Check the stream!!
I fixed the bug with the encounter rates in New ver
I've started livetexting my reactions to games in the comments. This reaction ended up a little harsh because I was really excited for this one, and got disappointed by the high encounter rate real fast. You can see my state of mind devolve in real time -- here's literally what my thoughts were as I played:
Okay, random encounter systems like this are in video games to teach you have to manage your resources as you push further and further away from safety. But because there is no healing in this, there is no safety. So what are we even doing here with this design decision? Do we just have random encounters cuz "this is RPGmaker so I need them?" Please consider what you're actually designing when you make stuff. You don't have to just use every tool in your tool box cuz it exists.
I apologize that this is harsh. The art and music is good -- and so I really wanted to immerse myself in a game that matched that quality. But I didn't get to do so. Maybe the story was also cute. I wish I got to see it -- but I was too busy dying.
The entire time, I was extremely flummuxed by what the general vibe of this game was intended to be. Was it cozy? Was it quirky? Was it hardcore? Why did the mechanics interact with the aesthetics in the way that they did?
I imagine the reason the game is like this is 90% because of the production timeline -- and for that, I have empathy. I hope to see either this game get polished up or another game with a less hectic production schedule from you in the future, because it's clear that you have a passion for making things -- but this game in its current state is not to my taste, and I was very hopeful it would be.
This is based off my main game which does not have absurd encounter rates and has better combat, story everything.. Sorry about your experience but my normal game is about 200x better so maybe take a look when the demo comes out? thanks for the feedback btw!
very simple but pretty good considering the deadline
Just realized I screwed up the encounter rate for the first area but submissions are over..
didnt really feel underground but everything else was pretty nice
I've played through the game.
The spritework and presentation is really good, and the game is nice to look at, but I feel like the combat is a bit too simple for my liking. The combat was mostly just me trading blows with the enemies without much strategy, the only exception being the boss.
The story's also pretty simple in my opinion, but I can forgive that since we were on a strict deadline during this jam.
Also, I feel like while it technically is underground, I feel like the game doesn't do much with it and it felt like I was just above ground for most of the game.
Overall, while not perfect, I did have fun with this game.
Yeah sorry about the battles.. Didn't have time to playtest enough and make them interesting