Sprite Warrior by monkeybit29
Based off of ancient Maori Mythology:
You have enraged Punga (ancestor of all ugly things) and has sent creatures to chase and kill you.
It is up to you to reach the end using the right weapon
Basic controls:
WASD
left click
1,2,3
You have enraged Punga (ancestor of all ugly things) and has sent creatures to chase and kill you.
It is up to you to reach the end using the right weapon
Basic controls:
WASD
left click
1,2,3
The club was super satisfying to use when swarmed with enemies too though. The sounds stacked up to be a bit loud in those situations, but I was glad I seemed to be invincible, though that sacrifices any challenge.
The game started me off standing at the second pile of tutorial text (about the weapons) instead of the first (about walking and attacking). The controls were nice and natural anyway so I didn't necessarily need to read the first bit, but I was initially confused as to which direction I was supposed to walk in, as both the top and the bottom looked like wide open pathways.
I do like the idea of 2D characters in a 3D world. (Paper Mario was good fun!) Love the art for the warrior too! I wish the environments had as much detail as he does, but you can only do so much in 48 hours, haha. Nice job! :)
- Vicky
but the player doesn't move fast enough to see it all.
Or because i fell out of the level and spawned at the beginning.
So fix the holes in the level,
and the holes in the gameplay.
Thanks a lot for streaming! Great game!
Maybe you could make the game a bit longer and add a few more types of enemies to add some variety.
One bit of nitpicking is that sometimes I'd click and the cursor would hit a pillar or object in the foreground. I'm willing to guess that it's because the Line Trace wasn't set to ignore the pillars.
The weapon balance is a bit strange: the ranged weapon is also the strongest? Not quite sure how the spear is supposed to be ranged either, but I guess maybe you didn't have time to make a spear-throwing animation, which is understandable.
I feel like the darkness doesn't really bring much to the game, it seemed more annoying than atmospheric to me.
As others have said, maybe the character is a bit slow. Faster player movement, and more varied enemy attack patterns would make the combat more interesting. Of course, I wouldn't really expect you to have time to put in advanced enemy AI... but something to keep in mind for the future maybe, if you decide to keep working on it.
The 2D and 3D art style is pretty innovative!
maybe there are other engines that would give you better results for the certain game you're trying to make?
I think it needs a bit of polish, but hey, time is really short on this jam right?
I will just list what I found:
- the hit detection has bugs
- you can clip through objects in the level
- you are invincible so there is no real danger?
- the lighting effects the 3D text too
- the enemies can be knocked off outside the walk-able part of the level
- there are points where you can snipe enemies from above without ever getting in range (I'm not talking about the first "tutorial" ones of course)
The human sprite is really nice, and the basic mechanics have good potential. if you have time expand on it a bit :)
The collision detection seems a bit buggy. If you run against walls you glitch back and sometimes you even run through the walls and then fall out of the world. Also you can attack through walls.
But altogether well done in 48 hours, really liked to play it. :)
I can see this with more enemies and guns as a cool 3d version of gauntlet. All in all, good effort!