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The Hunter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #140 | 4.115 | 4.115 |
Gameplay | #202 | 3.346 | 3.346 |
Overall | #207 | 3.577 | 3.577 |
Originality | #380 | 3.269 | 3.269 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I actually enjoyed making this (somewhat). In the past, most of the games I've developed been purely to learn or to expirement with something new. This was a chance for me to showcase my programming skills I think :)
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Comments
Nice little survival game. The visuals are good, great choice of assets and good work making your sprites blend well with the rest. Only the background music felt a little out of place, it seemed to me too jolly for the setting.
I liked that there is a survival element, is coherent with the theme of the player character being an hunter. But hunting didn't feel particularly rewarding, in part because the amount health recovered by eating is much smaller than the amount taken away from the goblins attacks. Also is hard to eat while in combat and is hard to escape combat to heal. Some games solve this problem by allowing players to eat while the game is paused or by placing in the level design spots where the player is protected from the enemies.
The decreased health upon respawn is an interesting idea but it wasn't explained anywhere. For example just shortening the lenght of the health bar could be an indication of this mechanic. I ended up stuck on hard difficultybecause when the game reloaded from the last save it kept the number of deaths. The tutorial also moved too fast for me.
The controls felt a little strange. Left and right move the character, but up is used for shooting instead of jumping. Shooting is also mapped to the left mouse button, so mapping it to W is unnecessary for the keyboard + mouse layout. For a keyboard only layout Z, X and C are more commonly used as action keys.
I appreciate the feedback. In terms of input I intended for this game to be played using a controller but I didn't have enough time to switch over the tutorials with a controller, or to implement localisation for both input types. I was thinking of making it controller only but I realised that maybe some people won't have a controller.
In terms of the survival elements to it as well as healing, I appreciate the input. I am actually expanding the game and will definitely take this into consideration.
Thank you for playing and thanks for the feedback!
Super excellent visuals and atmosphere! Menu/optimization was great. Controls were nice all around, dashing felt good in particular. Good job!
lovely artwork. giving off strong "Kingdom" vibes. my only critique there is the parts with non-uniform pixel size.
I was pretty engaged, I think at one point the difficulty turned up to about 11 without warning.
But overall, well done!
Thanks for the feedback
This game was inspired by the Kingdom Series, but it's meant to be like a spin-off. Some of the art I took from the Kingdom public repository.
The environment is wonderful. Amazing work on the depth of the backgrounds, the reflections below, the different lighting -- all amazing. I enjoyed the little dash-platforming in the caves, but I wasn't sure where I was meant to end up as I got to the pier and nothing happened, and I tried destroying the goblin coves but it seemed like they respawned -- lmk if I missed something and I'll have another go at it
Thank you for your feedback! It took me a while to get the right look and lighting.
The game should end after you destroy all goblin portals so you might have found a bug. Nevertheless thank you!
Gotcha! I'll try again later today
Got to the ending! I think I definitely had it bugged out the first time since I didn't see any of the camps. I died a lot my first go around and then tried loading my saved game later, so I think the bug might have to do with saving/loading not keeping track of how many camps you need to destroy. I was able to get the ending by starting a fresh save and destroying the portals without dying. Anyway, good work!
that's a lot of art, nice job
Thank you, although it's not all mine, some art is outsourced.
Visuals are great. And fun to play)
Too many goblins, I think.
Very Fun
Very good game
Wonderful on all counts! Loved the gameplay most of all. Simple enough for someone like me, but I can imagine it ramping up for more experienced players. Nice music and sounds. Great graphics.
Ticked all the boxes!
thank you so much! It means a lot
Your Game Fantastic!
Thank you so much!
Nice reflections and look of the game... Not entirely sure how it fits the aberration theme though, still enjoyed playing and it's well made - great job! :)
I think the aberration is a little less noticeable in my game than in others, which, in hindsight is probably not a good move. One of them is that the portals where the enemies come from will spawn them faster over time, and the other one is that they come from behind. The second is that even though you are resurrected when you die, you only have half of your original health. Idk tbh, not very good at game design, I like to code things :)
I really like how the reflection in the water looks! The game is nice to play and looks good
Thank you so much; it means a lot!
Nice game! I liked the presentation and it was fun
Thank you, I appreciate it!
I really like your pixel graphics. I didn't see the ending because it's difficult, but I enjoyed playing it. I play really hard, but the song was so peaceful that it was funny.
This game is visually pleasant, which make me want to play more. The water effect, combined with the fact that the big pixels are in fact high-res, builds a retro-yet-contemporary aesthetic that combines nostalgia with shader/fx eye-candy.
Related to gameplay, I think that it will help to improve user feedback prior to the actions. So for example, when you are standing next to the fire, show a"[Q] USE BONFIRE TO COOK" prompt on top of the player; if possible, even with an icon for the key. About dashing; the mechanic is good but instead dimming the icon, which doesn't tell much about when it will be ready, I would use a bar, even with seconds (and even tenth of seconds visible), and would make it pop somehow when 100% is reached. This might seem redundant, but remember that the player is not you, who created the game so, same as when we are learning something, we need things to be repeated several times before interiorizing them.
About enemy spawn; I would make it in slower pace, and would display something that let's me know than enemies are coming (maybe a sprite of an approaching enemy coming from the back, or raising from earth like a zombie?). This way the player can anticipate the moves, enemies don't just spawn in his face. Another good thing to do that would make the experiences richer is to make it possible to destroy the spawn point (maybe by shooting down some artifact at the top of a stick?) This would create a parallel mechanic: while you are being surrendered by enemies, yo have to chose either to kill them or to kill their origin.
Another good mechanic to add would be to shoot further, surely by holding the shoot key for longer time.
There is something with the controls that made me a bit confuse but can't recall what. I'd keep one hand for moving (ASDW, arrows) and another for shooting+action. Would also consider to fuse the cooking action with the eating one, so if you hit the action key next to a fire you always cook if possible (if not, eat), and if you hit the action key with no target you always eat (if possible), and if your are next to a character, you neither cook or eat, but talk. Does that make sense?
;) Good luck with your teacher!
Oh one more thing. Following the idea of breaking the enemies' spawn point, I would put fire lamps here and there, so if you shot them down you create an explosion that damages several enemies. But for that you should be able to shot higher. Have you considered aiming and shooting with the mouse, so you can aim around aprox. 270 degrees, hold the arroz with left click, and then release? That would allow you shoot even behind the enemies, which could create a great dynamic if stronger enemies hid behind weaker enemies.
Thank you so much for the feedback. In terms of dashing I didn't exactly know what I wanted to do with the cooldown, as in how to show, hence why I settled with that fading icon. In my head I was like "I have too many bars, no point in adding another one".
In terms of enemy spawning, I thought breaking the portals would be enough in terms of combat, but I see your point. For the controls I was going to implement a control scheme (since my game also has full controller support), but I didn't have enough time, so that instead of text it would be icons.
I appreciate all the feedback, thank you!!!
Really cool game. The art / perspective reminds me a lot of the Kingdom series. I think the difficulty is just right.
I’m curious as to your intention with the dash ability. I ended up never really using it besides platforming and only arrow spam (without holding down to the maximum) at the monster den.
Thank you for the feedback!
The game is meant to be a spin off to the Kingdom series, where you are playing as a hunter sent on a divine quest.
The dashing ability allows you to phase through enemies, perhaps I didnt make that clear but tbh I didnt have a lot of time to add it either. Although after the jam I might expand the game so I'll take your feedback into consideration. Thanks a lot!!
It's good. I liked the aesthetic. But maybe its a bit hard. BTW, good luck.
It's good. I liked the aesthetic. But maybe its a bit hard. BTW, good luck.
Despite the gameplay being just a little too hard because of the amount of trolls spawning, the overall experience is great in my opinion, I also like the art and effects a lot. Good job and good luck! :)
Thank you. Some of the art comes from the Kingdom public repository by Noio, but some pixel art is by me, and I'm not really an artsy person (I'm a programmer), so it was hard for me to draw things that kinda look good that go with the vibe I was going for and match the external assets.
The combat is pretty fun, and I really like the background art for the aboveground area!