Death's Helper by jondalnas
Hi everybody! This was my first time creating a game in the Unity Engine. I had some problems with the compiler and it ended up not registering my right clicks. I have fixed this in a newer build, though this version shouldn't be used for rating.
Hope you had a good weekend.
Enjoy.
Description
You are a man whos soul has been stolen by the Devil.
The only way to get back your soul, is by absorbing 100 demon souls in the realm of hell.
The Devil gave you a set of skills and a blade to achieve this goal.
To use these skills, you must press the "Left Mouse Button" to swing your blade, the "Right Mouse Button" to shoot your gun and the "Middle Mouse Button" to teleport
Updated version - Game jolt
Ratings
| Overall | 625th | 2.579⭐ | 21🧑⚖️ |
| Fun | 565th | 2.632⭐ | 21🧑⚖️ |
| Innovation | 539th | 2.579⭐ | 21🧑⚖️ |
| Theme | 456th | 3.263⭐ | 21🧑⚖️ |
| Graphics | 580th | 2.368⭐ | 21🧑⚖️ |
| Audio | 420th | 2.474⭐ | 21🧑⚖️ |
| Mood | 469th | 2.611⭐ | 20🧑⚖️ |
| Given | 24🗳️ | 11🗨️ |
I would have liked to see more variety of enemies and situations (e.g. some platforms and not just a flat surface)
The main problem for me is that the character moves too quickly, to the point where it removes any strategy in it and it becomes just a matter of running around and smashing the left mouse button (melee attack). Are you running your logic inside FixedUpdate or Update? My frames per second are probably way higher than yours and the game runs too quickly for me.
By the way, I found some problems at the edge of the map: if I run against the wall then i somehow get stuck in it and start to move up. I think this is probably some bug with the position of the collision box when turning your back against the wall.
Couple of small things that got in the way of me really sinking my teeth into this one:
First, I was quite frustrated by the fact that the way I'm facing is changed by the mouse when I shoot the gun attack, but not when I swing the sword attack. In my opinion if the mouse is used to activate the attack it should control the direction as well!! This was a constant problem because the strategy against bats is to jump away from them and turn around and swing. But turning around to swing was not really controlled with the mouse, it required cross-hand coordination with the keyboard, a frustration throughout the play experience.
Last, what's up with the walls? When I jump sideways into a wall, instead of stopping like I expect, I become slowed down greatly and then drift slowly away from the game, to certain death. I appreciated the R key to restart here! This was my most common reason for death for the first bunch of times I played the game. Eventually I just got tired of dying that way and never went anywhere near the edges.
OK that's the nitpicks!
Overall game was a solid action core, with a few nice flourishes like the dribbling particles emphasizing the timer, and of course my favorite Last Struggle feature.
Nice work, especially for a second LD.
The walls were a little broken, but it's understandable, I find walls time consuming to properly implement, and in fact in the last LD I didn't include them at all (nobody noticed as it was a top down 2D game, I guess they're a bit more noticable in a side scrolling platformer). Either way, I managed just fine by staying away from them.
Overall, this is a game I enjoyed playing, some minor faults, but they can be overlooked, especially with the additional cool features.
Otherwise, solid execution, good integration of the theme and not too overloaded graphics. I think a bit of moody background sounds would aid the general appearance greatly. I've found that a bit of brown noise and random spooky triangle wave notes with a ton of reverb and some echo go a long way... ;)