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Exorcist - ARD Game Jam's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art / Graphics | #186 | 2.714 | 2.714 |
| Sound/Music | #200 | 2.286 | 2.286 |
| Controls / UI | #232 | 1.857 | 1.857 |
| Overall Fun | #233 | 1.857 | 1.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
AI Assisted
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating
Family Friendly
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Comments
Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
Yeah no problem :D Thank you for telling me ^^
I intentionally capped my session at about five to ten minutes so I could cover more jam entries and get useful feedback to more devs. I played on Windows 11 using Chrome, and that opening window still matters because it is where most players judge the controls, presentation, and immediate hook.
The sprites and animations are very cute, probably my favorite part, and the little conversation with Go was funny. The Godot intro was cute the first time, but after restarting several times it started getting annoying fast. I also noticed an automatic setting in the bottom-right corner but could not figure out how to enable it, so that needs a clearer button state or label.
Combat felt janky and possibly buggy. I could not tell whether I had separate long-range and short-range sword attacks or whether the same attack was behaving inconsistently, and the controls never made that distinction clear. The attacks also need more feedback, even a simple swish or impact sound would make them feel much more tactile. The possession hook is fun and the art has real charm, but the combat needs a clearer tutorial and the hook isn’t felt by the gameplay itself, more responsive feedback, and a general cleanup pass.
Thanks for trying my game btw!
What do you mean with "opening window"? Do you mean a literal window/screen at the beginning or overall the first 5-10 minutes? :)
Yeah I see. I have to make the dialog either skippable or maybe even just a one time thing. The automatic can be turned on with "A", but I forget to put a label or something for the player to know. In general I have to make something like a controlsheet or tutorial for the player to look at. Yes the combat throws off a lot of people, so I definetly have to work on that. For the possession not beeing felt during gameplay/battle... maybe it would help to animate the demon acutally visually coming out of her and covering her eyes? Or have another indicator for the inner demon disrupting the player. So people don't get confused whether it is the inner demon from the dialog or the enemy walking around, who is interrupting them.
Thank you for your detailed feedback! :D
The game feels a bit too short and simple in its current state. I was also a little confused at first because I wasn't sure how to attack. I think the game still needs some improvements, but it has room to grow.
Maybe a Little animated icon of a mouse would help? At least for the first view attacks ^^
Cute sprites! But I couldn't figure out how the basic attack works. Here's how I would do it:
Those ares the only game rules! No windup, no cooldown, no hidden stamina bar, no "you didn't actually attack because you clicked on the ground instead of on the enemy," no "you have to line up the sword swish with the enemy and if he's already inside the circle when the animation plays, it "misses."
Keep it simple. You can make it complicated later with projectiles and enemy groups with different abilities and stuff. But the basic moving and attacking needs to be 100% reliable!
That will be much better for the player yes! Overall I have to make the attack pattern of the enemy more clear :)
Cute sprites! But I couldn't figure out how the basic attack works. Here's how I would do it:
Those ares the only game rules! No windup, no cooldown, no hidden stamina bar, no "you didn't actually attack because you clicked on the ground instead of on the enemy," no "you have to line up the sword swish with the enemy and if he's already inside the circle when the animation plays, it "misses."
Keep it simple. You can make it complicated later with projectiles and enemy groups with different abilities and stuff. But the basic moving and attacking needs to be 100% reliable!
I am not sure. The enemy attack is unreadable for me. When does it deal damage? I'm trying to dodge, and it is always mistimed.
The demon riding along in Lucy's head is the best part — its little interjections between the fights ("we're going to work again", "that was FUN") sell the possession premise better than any exposition would.
The one thing that pulled me out was the framing: the camera is wider than the room, so for most of the fight there's a strip of empty grey and a dashed boundary line sitting just past the wall.
Ohhhhh yeah the camera shows the not finished background, that's so true :o I have to change that. Either I clip the camerato the walls or I fill the background with an actuall outside hmm... It would be nice to actually see a bit more of the world I guess :) But therefore I have to do a Tileset and deco assets first xD Maybe for the beginning I'll just limit the camera :)
Thank you for your Feedback, I totally forgot about this xD