Using AI enemies in your first game submission is incredible! I was in a panic the whole time, hearing those jangling knights constantly behind me... great job!
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What Synty asset packs were used in this submission?
Polygon - Goblin War Camp, Animation - Goblin Locomotion, Animation - Sword Combat.
Comments
Great job on your first game jam! The player controls and environment feel really solid. I love the fall animation... I agree with some of the comments below. Making closed chests look visually different would help, and using a color other than the chest pink for some of the lights would clear up some of the confusion.
Thanks so much for playing and for the kind words on the controls and atmosphere! Really glad you liked the fall animation! The note about the pink lighting color overlapping with the chest cues makes complete sense...separating ambient light colors from interactive objectives and adding distinct visual chest states are definitely going into my post-jam polish pass. Thanks again for the great feedback!
Cool map design and atmosphere, good job :)
I ended up "cheesing" it a bit by using the chest with the spikes around it to trick the enemies, as it seems to block them from reaching you lol
I wish there was an easier way to make them lose track of you for a bit
Haha there's no wrong cheese! I tried to design the verticality and tighter spaces to act as safe zones, so using the spikes to break line of sight or block them is definitely a smart move. Being my first jam, I poured most of my focus into player movement and atmosphere, so giving the player active ways to break pursuit or lose aggro ended up on the cutting floor. Definitely adding that to my post-jam notes. Thanks so much for playing and for the feedback!
It felt fun moving around in this one and I liked the level design. Nice work! One thing I was thinking of, was that it would have been nice to have some visual indicator for the looted chests. At least it seemed to me that after picking up what ever flew out of the chest, the chest changed back to the original color.
Thanks so much for playing, really glad you enjoyed the movement and map layout! And you are totally right about the chests...since the pack didn't have an actual chest model, I had to kitbash it together out of loose props, so an open-lid state slipped past me before the deadline. Definitely going to add an opened state so routes stay clear during a chase. Appreciate the feedback!
The third person animation was very smooth, felt good to run and jump around. The gameplay felt a bit too fetch questy for me , and some of the chests seemed to be out of reach, was there a way to get those? It was thrilling to see a knight closing in on you as you try to finish looting a chest though!
Thanks so much for the feedback Ben, and really glad the movement feel and that knight tension landed! Haha yeah, that light up in the watchtower wasn't an actual chest... it definitely looks like one from a distance though, so I totally see why you thought it was reachable! Every other chest is on the floor, except the one at the bathroom, which is higher up, but still on a solid rock asset. Really appreciate you giving it a run.
Thanks for giving it a run! Yeah, the enemies are definitely relentless. I tried brainstorming ways to get them to back off, but ran out of time before the deadline 😅 Someone else suggested adding a way to attack back, which would help a lot. Really appreciate the feedback and glad you liked the concept!
Love the map design and the concept its really fun and great to run from the knights
I did have a couple issues where the character seemed to get stuck on the grass but that might have been the browser game and the browser overall fun







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