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Realm of the New God's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #23 | 4.125 | 4.125 |
| Sound/Music | #37 | 3.750 | 3.750 |
| Controls / UI | #41 | 3.625 | 3.625 |
| Art / Graphics | #46 | 4.000 | 4.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
If you have competed before, how has your game changed?
Between this jam and the last, I've done a full overhaul of a lot of the game, most notably the levels and player character. I've both done a lot and not as much as I would've liked to, and a lot of the new stuff hasn't been 100% polished yet, so expect some jank.
If you played the game last year, you may want to use the delete save data button in the options menu. The old save data may interact wierdly with the overhauled game.
Changes since the start of this current jam:
-Replaced the ship level with a shorter more streamlined one
- Replaced the corridor tomb level with a better, more open one.
-Replaced the level with the path over lava with a better version
-made it so crushers actually crush you if you stand under them, rather than clipping you through the floor
- buffed the s-203 shotgun's primary fire damage
- made it easier to see while underwater (less opaque blue screen)
- added a hint to the first tomb level that the flare gun can light up dark areas
- changed firing sounds for the shotguns
- scroll wheel now automatically scrolls past empty slots
- made the sea level exit more obvious
- added an extra section to the tutorial to hopefully teach the movement better
- changed the properties of the player's air movement
- added an item that reverts said changes
- reduced friction while in midair
- reduced sensitivity while aiming the sniper rifle
- weapon selection now persists between levels
If you're streaming this please ping @josephstarvin on the discord
Genre
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating
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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. :)
No worries, I'm not in a rush. I understand you've prioritised games you haven't tried before so I'm ok with waiting.
Overall:
This was one of my favourites from the last FBQ, and honestly one of the most surprising game genres I never expected to enjoy. Cody’s revamp is a really noticeable improvement. The levels feel tighter and much better paced, which I really appreciated.
Suggestions:
-Dark levels: These were a bit of a struggle for me to navigate, although I was still able to figure them out eventually.
-Radial menu: Could use a bit of refinement. Being able to hot-swap between selected guns would also be a nice QOL addition.
Positives:
-Minimalist creature designs: The silhouettes are super distinct, making it easy to immediately tell which monsters are after me. Simple but very effective.
-Guns: Still pretty fun and satisfying to use.
-Sound design: Very ROTNG in the best way. The sound has such a specific identity that it really helps the game stand out.
Thanks so much for asking me to playtest this game again, please feel free to dm me for playtests even if it's outside of the FBQ season. I'm down to clown anytime for you!
Here's the link to my VOD: https://www.twitch.tv/videos/2880744501
Thanks again for coming back to this game, and I'm glad you enjoyed it! I've been working on fixing issues with the weapon selection, but there's definitely more to be done, and a quick-swap button would definitely fit the genre. I'd been discussing the dark levels on a few streams, and hopefully I've got some ideas to streamline them a bit and prevent lostness.
I'll definitely let you know next time I've got a big update out, it's always a pleasure to be a part of your streams!
Welcome back to Feedback Quest! I remember your game from last year and how much fun I had with it!
As with all Feedback Quest 9 games this year, I played the game for about 30 minutes or so.
Overall, I once again enjoyed the game and loved seeing the changes you made! It seemed like you added some new music, and OMG, the one area where the music goes into a Pirates of the Caribbean-type song, I was like, "oh yeah, time to kick butt!"
The updates to the opening areas were well done and for sure helped with getting the idea of the controls before getting into big frays. Also appreciate the weapon wheel being fixed :D The horse monsters are much clearer in their movements and still hard as heck to kill.
The only issues I really noticed are that the title page's fonts are a little hard to read; it would be helpful for the music to have a separate volume slider; and the jumping height felt a little inconsistent, like sometimes I'd go much higher, other times I'd barely move and get stuck in a corner.
VOD link: https://www.twitch.tv/videos/2880630045?t=02h19m45s
Thanks for streaming the game, and sorry I couldn't make it to the stream (unfortunate timezone differences put it somewhere around 3 am for me). I am looking into tweaking the movement, especially the getting stuck on corners thing has been pointed out a few times so hopefully I'll get that fixed. Glad you enjoyed the new levels though, I had a lot of fun making them!
I had fun with this. It has a good style and aesthetic, especially liked the boat level and the creatures you run into there and the music in that area. Guns felt good and movement is interesting. I felt like if air movement had a little more momentum or drift it would help with player control over the character. SFX could also use work, some of them are okay but some gun and character sounds could be better. Overall I had fun and enjoyed it, see a lot of potential there.
I think this game is pretty interesting so far and has a lot of potential. I only made it past the second large temple level (the one shown in the first screenshot) so my feedback is based on the game up until that point.
-The art is great. The first big open area really impressed me with it's weird ethereal atmosphere, and the levels inside the temple are appropriately moody with the dark corridors. The environments make great use of contrasting darkness and light, and some of the really huge canyons and temple corridors are just a marvel to look at.
-The gunplay is generally pretty good. Although I thought the weapon balance was a little weird. The shotgun is clearly the most versatile weapon and my go to for like 80 percent of encounters, with the sniper rifle being amazing for taking out anything from a distance. The flare gun has it's niche uses, and the summon weapon is good for baiting enemies and playing defensively in certain areas. I think the lack of a good machine gun is maybe an issue here. I realize that the smg is intended to be kind of a subpar fallback weapon with it's one upside being that it has a massive amount of ammo, but I think a good automatic weapon would round out the roster and feel good to use in those big hoard encounters (as opposed to just using the shotgun all the time).
-I think the movement is interesting but also one of the roughest parts of the game right now. It really fun to slide jump and build up huge amounts of speed. And I think the jumps being floaty is also a good idea given how enemies swarm you. But I think a big issue is that when you air strafe side to side, or front to back it feels really jerky. Like when I jump to the left I can press right and it immediately sends all my momentum to the right. This unfortunately make jumping feel a little hard to control and it becomes more and more of an issue the further into the game I get, since trying to jump around while avoiding the hoards of enemies can feel very unwieldy. And trying not to fall off ledges (especially on smaller catwalks) also feels like a bit of a chore since my jumps feel very unpredictable. I can tell this game wants to be like Serious Sam sometimes and sometimes it wants to be a more methodical exploration shooter but both feel kinda hard to do when I don't feel like I'm in full control of my character.
-Moving through water is really rough right now. You go so fast that it's really hard to control, and combine that with the fact that it's harder to see underwater and I'm afraid to fight anything underwater.
-The level design is varied and interesting. It has a great mix between dark corridors that you need to explore methodically and wide open arenas where you're free to jump around battling hoards of enemies. The levels also make great use of the different tools in your arsenal here. I like how the level where you find the archer summon is clearly built around baiting enemies from down the hallways into the larger rooms with the water, which are the perfect place to summon the archers and watch them shred the enemies. I also like how the level that comes immediately after you find the sniper is a huge open area where you can make great use of it. The pitch black maze where you can only rely on the flair gun to see is also amazing and genuinely spooky.
-I think the flair gun's light radius could be a bit bigger. I feel like I really have to spam it in really dark areas.
-I noticed a bug where if you pause while in the middle of a reload animation it causes the animation to freeze. You can get it to unfreeze by switching weapons.
-The music is a bit of a mixed bag. I think the levels that just contain ambience sound great, but when it comes to the actual music, it's kinda easy to tell that it's royalty free.
-The weapon lore is pretty cool. It reminds me of Dark Souls with how they give interesting context to what the story of this game is.
Overall I think that if you clean up the movement, make the gun roster a little more interesting, and fix some bugs I think this game has the potential to be a really great, strange, and atmospheric shooter. The level design shows some real intentionality here and the art is really cool to look at. I'll definitely be interested in looking at future updates.
Oh one more thing, when you scope in with the sniper rifle the aim sensitivity is a little too high. It makes it harder to aim while zoomed in.
Thanks for checking my game out (and sorry for the late response! I'm definitely looking at tweaking the movement, it's a bit of a process trying to keep what makes it fun but making it easier to control, but I'm sure I'll find the balance eventually. That and just a lot of general polish is probably going to be the focus for my next updates, and I'll definitely look into adding a better early-game machine gun (I quite enjoy weapon design so it's good to have an excuse to do it)
Hey I gave the game a play. Overall it's pretty fun. Here's some random feedback/notes I have
--Art style is nice for this type of game.
--At first I was thinking the enemies are a little too easy and dumb (first open level), but as you layer more on, it gets more interesting. I especially love the creepy horses. I stopped at the level where it's a bunch of rooms and enemies, and eventually it just devolves into back pedal strafe, but for the most part the encounters and level layouts are interesting.
-I like the floaty movement, and it didn't take me long to figure out the slide jump combo to get going really fast. This was in the first open level. I would definitely recommend more levels like that.
--Weapon sound effects are not good. Feels like you're firing a air gun. Here's a good library with gun sounds that I've used that may help: The Free Firearm Sound Library | OpenGameArt.org
--Also along the same lines as the sound, the weapon feedback in general is poor. I don't know if you're opposed to adding screen shake, but there's other things you can do, like more weapon kick and stuff, to make it feel better.
--Some other sounds are weird, like the jump. But enemy sound effects are great.
--Making it more clear where buttons are and what can be interacted with would be good. Like that first boat button is in a ridiculous spot. And then the level to open the temple doesn't look like a level at all and just blends in. You need to come up with a visual language that to tell the players when something is a button/interactable. Then show them at a time when it's really obvious, and as long as you stay consistent (and it doesn't blend in with something else), the player will always be able to tell.
--Using the mouse wheel to scroll through weapons, it's frustrating that it goes to slots that are empty. You should just skip the empty slots.
--I'm not a fan of the dark areas where you need to use the flare gun. Might just be my taste though.
I realize a lot of this sounds negative, but I'm only giving all these specific notes because I really did enjoy the game, so I want to offer some suggestions that could make it better.
Thanks for the feedback (and sorry for the late response). I've noted the issues with weapon feedback as a thing that especially needs improvement for the next update, that's come up a few times and I agree it could use a lot of work. Same with adding more obvious highlights for interactible stuff (aside from secrets), I'll have to think of a better solution there.
I'm glad you enjoyed the game though, and thanks for pointing out that sound library, I'll definitely give it a look
Thanks for the feedback! Looks like I've got my work cut out for me with fixing this one, the new levels in particular were added in a bit of a rush and maybe not thought out as much as they should've been. Either way this has been very useful, I'll be getting to those changes soon