Very beautiful game, the intro is perfect, the camera movement is good,
I would add a bit more mechanics like harpoons or nets to catch things, good job
We would love to see your creature creation 📸 Take a screenshot and share it with the Community: https://discord.gg/3BtVsdESa
I'm interested! I'm a Game Designer with several projects underway, and it would be fun to design a Metal Slug-style game!
https://lucasdanielsmm.github.io/DevouringProductions/portafolio.html
Hello, we are looking (2D/3D Artists, Musicians) with knowledge of Bullet Hells (playing or developing them) who are eager to create something original and crazy! On my part, I want to take charge of programming in Unity and I am very excited to see how far we can go in a 10-day Jam since I have always participated in Jams of 6 days or less. speak to me i will respond, and I also speak Spanish
my Discord username: kenzurk / Kenzurk099
Here my works, more in my itch.io profile: https://lucasdanielsmm.github.io/DevouringProductions/
For all those interested and Lore fans, I inform you that the Playtest period has ended along with the Dungeon Crawler Jam. During this time, 15 players were able to try the game and some of them sent their great feedback. All bug reports and others are appreciated.
In the coming months, I will release the version “How it should have been” with all the feedback implemented: the complete playable loop, the main mechanic along with graphical improvements and bug fixes, as well as the large number of things that could not be implemented due to lack of time.
Below is a list of what to expect in the next playable version:
Bugfixes:
Thank you for your time and see you on the next odyssey <3
@DevouringProjects | Mail: devouringgproductions@gmail.com
I've watched your Gameplay, great feedback. I agree with everything except for the textures and the fact that the assets don't quite fit together. that was an artistic choice, and given what's planned, it could turn out reeally well.
The combat will be strategy-based with real-time animations (that’s why the grid shifts when you defeat an enemy) and randomness in selecting the attack type and enemy type, with sound effects, particles, and animations. The defeat condition is already implemented, that’s why you teleport when you run out of health, everything else just needs to be added. I hope I’ve cleared up some of your confusion about combat; the procedural generation still needs a lot of tweaking.
I'm going to keep working on this IP because I need a dark fantasy game in my life!