Great presentation, I just wish the normal enemies weren't bullet sponges
Survive against Shadow creatures hunting you down, collect whatever ingredients you can find to craft new abilities, and increase your chances of surviving.
Made in 2 weeks for the Pirate Software Game Jam 15 with the Theme (Shadow & Alchemy)
Join the official Darkness Revived Discord Server https://discord.gg/CU72rT7A4b
Controls (Keyboard & Mouse)
Begin Game - Space in Title Screen
Move - WASD
Aim - Mouse
Use Ability - Left Click
Change Ability - Mouse Scroll
Toggle Inventory - E
Add Ingredient - WASD in inventory
Craft Ability - Space or left Click in inventory
Enable Blackout - X in Title Screen
Controls (Controller)
Begin Game - Down Button in Title Screen
Move - Left Joystick
Aim - Right Joystick
Use Ability - Right Trigger
Change Ability - Left/Right Bumpers
Toggle Inventory - Up Button
Add Ingredient - D-pad in inventory
Craft Ability - Down Button or Right Trigger in inventory
Enable Blackout - Up Button in Title Screen
Game Design & Programming By:
Cameron Allaby ( WildWorkshop207 )
Art, Sound, & Music By:
Ryan Howell ( Howler_101 )
Game Design Document - https://docs.google.com/document/d/1DGBCYLiGaGedWzmRQ37AXZ1xTYFc1y--QKC_N-gm3vo/...
more games by me can be found on my Itch.io Page
Great presentation, I just wish the normal enemies weren't bullet sponges
Hmm, this was a rough one for me!
I really like what this game seems to be going for, which is this whole improvisational survivalist combat, and indeed, once I got to the first boss fight and had to scrabble around for ingredients while under constant threat, shining the flashlight at the enemies to buy some time for crafting new weapons, it felt pretty cool!
Unfortunately, while I think it's a good concept, I don't think it is executed that well. As said above, it took until the first boss fight for the game to raise my pulse in the slightest, as before that it was pretty boring, what with its very bland world, sub-par graphics, spongy enemies, and inability to stop the player from easily cheesing or optimizing the fun out of the game by playing in a very risk-adverse manner. Once the first boss was defeated and I saw that it looked like I needed to do more of the same tedious work over and over, I just couldn't work up the nerve to do so.
While I am somewhat harsh on this, I don't think it's all that bad: considering it's a game jam game and it did tickle my brain with a promising core concept that I would love to see have more time to get executed properly, I think you can consider that a bit of a success.
It was really good for a game jam game, and otherwise too. I just wished I had a little more
HELLL YYYYYYEEEEEEEEEEEEAAAAAAAAAAAAAAAAA
Action themed shadow flash. Graphics have a dark tone and retro style created with pixel art. It would be easier if you just auto picked up items when you reached them. You should add more abilities and items.