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The Path of Ruin's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1497 | 3.429 | 3.429 |
| Narrative | #1575 | 3.214 | 3.214 |
| Artwork | #2197 | 3.643 | 3.643 |
| Creativity | #4094 | 3.357 | 3.357 |
| Enjoyment | #4177 | 3.000 | 3.000 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Each room lowers the counter for rooms until you reach the final boss. Every step you take counts down towards a deteriorating stamina counter until reaching 0, being defeat.
(Optional) Please credit all assets you've used
Programming by: SilverEdgeGames, Nattra
Art and Music by: Crispy_Kaii
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Comments
A well-made game, with variety and challenge. I did find I died before going more than a couple of rooms. It seemed every step I took reduced stamina(?) - the left one. I would have liked to know how I can boost it. Food? Magic item?
In a game jam, you’re pushed for time with production details. A couple of things that could be worked on: the arrows/energy pulses going across the room aren’t very clear and don’t fit the visual theme. And melees with blobs need more visuals as I couldn’t tell when I’d hurt them or they’d hurt me.
I played it on WebGL without a mouse. The Esc button is a problem as it pulled me out of fullscreen. I’d suggest a different key.
Also, when I was presented with 2 options, I couldn’t tell which one was selected. i.e. is it the darker one or the lighter one? I still don’t know.
Hey thanks for playing our game. Just have a few questions.
"Also, when I was presented with 2 options, I couldn’t tell which one was selected. i.e. is it the darker one or the lighter one? I still don’t know." Is this related to buttons in menus?
For damage - Camera shake happens when you get hit, slimes have a damage animation but it gets overwritten by attack animation when the AI calls for it to attack. There was one one image to work with and all the animation involved me scale, repositioning and changing the color. In the future enemy having more keyframes would be helpful but that wasn't possible for this game jam. Is there a suggestion you have to make it more clear that the player got it other than camera shake?
The arrows and fireball vfx doesn't use the same material as the rest of the level. Perhaps making it a 2d pixel animation would be a better fit?
Stamina loss was the original idea for Countdown (Theme) that the team came up with. Boss room count down came later. I look into adding stamina stations at shops to help replenish some and make the player choose shops even though they don't have money. There is a potion that boosts stamina 15 points and basically helps you win the game but that needs to get nerfed next build.
The game is nice
Gameplay - 6/10 Introductory objectives (i.e. find a weapon, find a vendor) would have been handy. Clicking menu items launches the game, and hitting ESC to go back doesn't work in chests, and seems to launch the pause menu in Vendors. Every step seems to cause damage, discouraging exploration of bigger rooms. It was common for me to get several vendors in a row with over-costed items which would get me killed because of the footsteps causing damage, that mechanic may make it unbeatable. After getting some equipment and finally fighting the first boss, there is some skill expression in back pedaling to dodge attacks and finding better equipment and healing items can feel rewarding at times. It plays similar to the old "first person" games from DOS/Win 3.1 era and I really enjoy that about the art direction.
Atmosphere - 8.5/10 The sprites do a great job of creating a gloomy visual and though the tiles and walls are repetitive, the overall visuals tie together nicely. The music matches the retro vibe, sounding like a "cleaner" version of the older DOS/CLI games of the 80's and early 90's, shifting to match the pace of the combat and general exploration. Vendor music would have been nice.
Overall - 7.5/10 - The core concepts and mechanics are there but there are some game breaking issues.
Hey that for playing our game. Hopefully this clairify somethings and I can bounce some ideas off you to improve my game.
The object was to reach the boss room before your stamina zeroed out. I assumed the UI covered that but maybe I should have added NPC to talk to player and tell them stuff in the starting room.?
" seems to launch the pause menu in Vendors" I relplayed the game and wasnt able to access the pause menu will talking to shop owner is this a bug or am I miss reading this.
Esc should work on chest... the player should be forced to choose item before continuing. Its like vampire surives upgrade system or other roguelites.
As far as the "discouraging exploration" trap room have chest that are gold focused (used for shop). Monster room I believe has one chest hidden that focus mainly on weapons (with different weapon pools). Starting room chest I think has everything. I comes down to figure if you have enough stamina to risk killing an emey to gain gold or look for a chest to get another weapon.
webgl version doesnt like ecape button. Right mouse click let you go back in the shop menu as well.. if you getting stuck.
Next build I'll make it wont show you the same room twice in a row (it was on the todo list). After reading your post I considering disabling stamina damage in shop rooms. Also there 10-12 room before the boss and currently there is only 7 to choose from (not including boss and starting); so more room will help the game feed bigger. I am also conidering have a stamina station in the shop that a one time use and give you 20 points. There a healing potion basically help you win the game that will be nerfed as a one time thing (or x5 then it gone). Also strafe is an easy addition and wasnt added because of the equipment button placements. Also movement bug should be fix next build.
if you any gameplay improvement please let us know. We would love to hear back from you.
I love dungeon crawlers! :D Great style and impressive for a game jam. What's the best way of dodging the slimes? Because it felt a little like I needed to tank them unless I was just constantly walking backwards
Thanks! Right now it seems walking backwards is the only real way of avoiding damage unfortunately lol
Yea walking backwards is the move hahaha
Pretty cool game, I wish I could strafe though with Q and E or something
Thats a great idea!
I really liked the retro style and the music.
Other than that, I was a bit frustrated when the final boss disappeared for a while. I thought I was stuck, but it eventually came back for no apparent reason.
I was getting ready for an intense fight where I'd have to dodge attacks while fighting back, but the boss ended up getting stuck in a corner, so I defeated it without much effort.
I think it's a concept worth developing further. Overall, I enjoyed the experience.
Enemy movement has a bug that cause them to dispear. Try to fix it but ran out of time. Will fix after game jam(prioity for next build). Thank for the feedback and Ill make the boss more exciting in a future update perhaps better room design and a second ranged attack.
Thanks! Yea there was a few things we didn’t get to fix/implement but such is the reality of a game jam haha. Appreciate the feedback!
Really nice art, i liked the characters and the Main menu look real nice.
Didn't really enjoy the gameplay.
So many chests and they all have choose 3. And all choises are nothing burgers, there should just be 1 item and you just get it, otherwise it results in choise fatigue.
PS: Using escape as a button is not good in the web version, because ESC kicks you out of full screen mode. Yeaa I made the same mistake as well >w<
Yea unfortunately we just ran short on time, I'm going to work on a "What could have been" version with more items and variety as well as combat mini games. Appreciate the feedback :)
For items: fire ball, healing potion wins you the game but you will need magic poiton to keep your fireball going. Also you could equip 4 bows and have a mechine gun if you time it correctly. What other equipement upgraded would you like to see in a future update?
What button do you think work best for both windows and webgl builds to replace escape button?
Thank you for the feedback and playing our game.
fire game
Great job making this in the given time frame, loved it.
That seems to be a huge game to make in so little time ! Congrats !
Maybe some guidance on which resource etc is which would have helped me a bit.
Really cool artstyle and vibes
Good idea, if we continue to work on the game that'll definitely be an addition we make!
On my part 2 all nighters and very little sleep. The dungeon room I created a script day one to speed up designing them in 1 minutes (first day). Menus using same style and code base that I use in all my other game which speed that up. Player and enemy use the same movement and combat system (weapon equip weapon that have scriptable object and vfx that summon a collision boxes that take care off all damage). The 3rd party are in the description I think there was 4 of them.
here the githud repo link its public for the game jam you can take a look and down load it.
https://github.com/Creadous/GMTK-Game-Jam