A downloadable Sorrow

A game made for Extra Credit's Game Jam #5 with the theme passage.

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CONTROLS: -WASD keys to move

-Mouse button to attack (really slow attacks that stack if you keep pressing)

-Shift to roll (you are completely invulnerable during your rolls)

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Links to all used assets: 

-free pixel food: https://henrysoftware.itch.io/pixel-food

-Hero and opponents animation: https://szadiart.itch.io/hero-and-opponents-animation

-Generic Male Voice Pack: https://daniconshow.itch.io/generic-male-voice-pack

-LO RES CAT SPRITESHEET: https://notsleeping.itch.io/lo-res-cat-spritesheet

-spriteGlow: https://github.com/Elringus/SpriteGlow

found in unity's asset store:

-FarlandSkies (https://assetstore.unity.com/packages/2d/textures-materials/sky/farland-skies-cloudy-crown-60004)

-Medieval_pixel_art_asset_FREE(https://assetstore.unity.com/packages/2d/environments/medieval-pixel-art-asset-free-130131)

-Dadako pixel font (https://assetstore.unity.com/packages/2d/fonts/pixel-art-fonts-42363)

I don't remember:

-retroSuite3D-master

Download

Download
sorrow_build.rar 17 MB

Install instructions

To install:

1_download the file

2_unzip it

3_open the decompressed folder and open the passage file

Comments

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Short story, but it's a nice presentation with what you have! I like how it's a bit of a larger world behind this little snapshot that you've shown!

Few things: I noticed when you turn left or right, the image *jumps* a bit to the side, like the image is scaled by -1 or something. Other thing I've noticed that it's a little annoying having to slice at the monsters 3 times with the light saber, and I believe it may be nicer to just let them be one hit kills for more satisfying gameplay! This is mainly because they have no health bar. So it's a bit clunky with movement/attacks.

Other than that, I really like the artwork going on in this game! It is VERY pretty.

Good job on it!

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Thank you for your comment, I really appreciate feedback.

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Okay, so it was a jam, and I just want to preface this with the admission that any working game submitted to a jam is impressive, and that with the limited time we often have to cut things to meet the deadline we're given.  So all the criticism I'm about to heap on you should be taken with the caveat that I realize you were short for time, and that most of my complaints can probably be covered by that.  So:

1. I couldn't open the rar file on my computer.  I'm unsure of the reason for this.  I've been able to open other rar files on my computer.  I was using 7zip on a Win7 computer, and maybe the advanced age of my computer has something to do with it.  Either way, I had a friend willing to use their computer, and the game opened fine there.

2. Once open, we quickly used the wasd keys and moved forwards, before the tutorial told us to, and were quickly killed by an enemy while waiting for the tutorial to tell us how to attack.  I would recommend either locking controls until the tutorial has told you to use them, or making it so that using a control will advance the tutorial, or putting enemies a little further from the beginning, so that the tutorial can tell you how to attack before you reach the first enemy.

3. Upon losing, the game exited, requiring us to restart it.  The game should really have a main menu to lose into, so that we don't have to restart the game every time we lose.

4. The roll mechanic looks like it's meant for dodging, but it doesn't cancel an attack, so it's very difficult to use it to avoid taking damage.  In the end this, above all else, is why we never managed to finish the game.  I'm intrigued by the story, but I think that my curiosity will remain forever unsatisfied.

5. We couldn't tell how close we were to dying.  If our health meter was diagetic, we didn't see where it was.  It was not sufficiently obvious.  If you didn't have a health meter, then you should probably add one.

6. It was difficult to tell when an attack landed.  There should probably be some better telegraphed indications of that.

Well, that's it.  I did like the artwork, and as mentioned the story was tanatalizing and left me wanting more, but I just couldn't get very far, and even getting the game to work was not without obstacles.  I hope this helps, and I look forward to your future work, whether updating this, or other future projects.

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Thank you for your feedback, and yes, most of those problems can and will be fixed with more time.