HellBow by kumoi

[raw]
made by kumoi for LD28 (JAM)
Requires Oculus + Hydra on Windows.
Hello Everyone!

To download our game, be aware that Chrome may cause the download to fail as it contains an executable.

We tried our best to get a Web and Android Build in time, but we could only focus on the deployment that uses the Oculus and Hydra. If you still get a chance to try it out with the required hardware, I can guarantee it is a barrel of fun! Unfortunately the Youtube videos do not do it justice.

We used Unity, Maya, Photoshop, Audition, Audacity, bfxr

For more info about our development, please check us out at http://teamec.tumblr.com/

Stay tuned if you guys want to still play our game on a web platform. We will be loading it outside of the Ludum Dare Jam on our Tumblr.

A special thanks to our game testers: Matt and Derek

Signing off...
George, Calvin and Mike

Ratings

Coolness 64% 3
Overall(Jam) 3.41 130
Audio(Jam) 3.28 146
Fun(Jam) 3.18 157
Graphics(Jam) 3.74 152
Humor(Jam) 2.50 226
Innovation(Jam) 3.26 136
Mood(Jam) 3.23 166
Theme(Jam) 3.24 129

Feedback

andrewkennedy
17. Dec 2013 · 02:59 UTC
Great work guys! I'll have to stop by some time to play it!
ponk
17. Dec 2013 · 20:33 UTC
Impressive work !!!
Great job, talented people, crazy game !
Blooperly
18. Dec 2013 · 21:12 UTC
Wow! Definitely one of my favorites so far! Would love to see this expanded on.
van noctar
18. Dec 2013 · 21:14 UTC
Gook graphics and sounds! I like it!
background_nose
18. Dec 2013 · 21:21 UTC
The game lost a little something when I found out I could recall the arrow from anywhere and I became a rapid fire god of death. Much more challenging when I was running over to pick it up all the time.

But needless to say, great effort. Cracking.
WhoaConstrictor
18. Dec 2013 · 21:21 UTC
Really neat! I like that recalling the arrow harms enemies too. I wonder if an entire game could be made around only the return damaging enemies. Graphics and sounds are stunning given the timeframe. Well done!
JellyMan64
18. Dec 2013 · 22:06 UTC
It was a fine game, but I wished there was a cross hair!
dudsen
18. Dec 2013 · 22:34 UTC
I HATE myself for not having a OR Dev Kit. Played it without one and I have to say its absolutely mental to get something like this done in 3 days. Wow. Loved the goblin sounds ^^
Am I the only one who fell into that bridge trap... TWICE O_o
LoneStranger
19. Dec 2013 · 06:21 UTC
Very interesting.
JavadocMD
19. Dec 2013 · 06:31 UTC
This was way more fun than I expected. :D Some seriously great mechanics employed here: shoot-through and damage-on-return made this game much more than it could have been.
Lythom
19. Dec 2013 · 07:44 UTC
Hello, here's some feedbacks. What I think could be improve :
- Lighting. You got a mysterious "dark" world with great basics to create a cool atmosphere, but the global lighting is ruining it plus it like a good shadow display for what I wanted to do. I saw some efforts for some spots, but either it's due to the engin or the lack of time it really can be improved
- Feedback when big ennemies are hurt. Didn't know I there where invicible or if I had to keep shooting.
- You start to tell a story/give a context on a grave at the start. References to that story while playing would improve the immersion. We just feel we get there to punch some monsters instead of living an adventure.

What I liked :
- The atmosphere, great effort =) (music + models)
- The gameplay
- The surprise before the boss :p

Good work overall, thanks for the game !
Those 30 Ninjas
19. Dec 2013 · 20:31 UTC
Wish I had the rift to check it out with. The arrow shoots a odd amount right of center camera and it was strange to get used to, especially without a reticule. Fun game though.
LastResortGames
19. Dec 2013 · 20:33 UTC
Great Job! Must have been cool working with the Oculus.

Side Note: Since you used Unity I would suggest exporting a Linux build as well. The Web player does not work on Linux machines.
Will Edwards
19. Dec 2013 · 20:34 UTC
Right mouse clicking is the bane of all macbook users!

Would love to play it first-hand on the Occulus.

A bit of random noise and subdivisions on the meshes would have turned low-poly repetitive landscape into something gorgeous; its a classic trick.
Colapsydo
20. Dec 2013 · 09:03 UTC
Nice use of the theme.
The part after the bridge start to be really tough.
I don't have an oculus rift but it's great to see people programming for it.
zkenshin
20. Dec 2013 · 18:00 UTC
Interesting idea, liked having variety in the enemies. :)
postmodestie
21. Dec 2013 · 01:19 UTC
You created hell of an atmosphere, sound not to mention least! Great experience with the rift! I wondered if there would be some OV entries, kudos to you for making the non-hydra option! I myself chickened out of making something for the rift, after experiencing the hard, but rewarding work for the VR Jam.