Z Rhapsody by KaafiRookie
Was not able to complete, this is just a small demo!
Would love to get some feedback on the mood and look of the game, because that's the only thing I could work on.
The game is set in a surreal uncanny universe, so the art direction is according to the story, which will make sense in post LD
I wanted to do a lot more for the game, but was only able to nail the look that I wanted, it was suppose to be a game where we are stuck in a reverse loop, stuck in a loop in both space and time.
Right now the we're stuck in a loop in space not time, as we die we re-spawn to an earlier location.
https://www.youtube.com/watch?v=sVkta6o6mfA










Third Party stuff used
- UMA 2 - For Modeling https://assetstore.unity.com/packages/3d/characters/uma-2-unity-multipurpose-avatar-35611
- Unity Chan Toon Shader - for cel-shading - https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project
- 3D game kit by unity - as base project
- Music is from 3D game kit.
- Environment models - RPS\FPS game assets - https://assetstore.unity.com/packages/3d/environments/industrial/rpg-fps-game-assets-for-pc-mobile-industrial-set-v2-0-86679
- Skybox - Fantasy SkyBox - https://assetstore.unity.com/packages/2d/textures-materials/sky/fantasy-skybox-free-18353
- Water - Water Effect Fits For Lowpoly Style - https://ldjam.com/events/ludum-dare/47/z-rhapsody
- Soldier Armor - Eci Forge Uma Armours Pack1 https://assetstore.unity.com/packages/3d/characters/eci-forge-uma-armours-pack1-128503
Most of time was spent on integrating different systems to make them work together, was not able to work on main gameplay loop.
The boss in the end of level is just the boss from kit, have to change it to an UMA.
| Youtube | https://kaafirookie.itch.io/z-rhapsody |
| Original URL | https://ldjam.com/events/ludum-dare/47/z-rhapsody |
Ratings
| Overall | 1526th | 2.824⭐ | 53🧑⚖️ |
| Fun | 1480th | 2.598⭐ | 53🧑⚖️ |
| Innovation | 1565th | 2.422⭐ | 53🧑⚖️ |
| Theme | 1613th | 2.367⭐ | 51🧑⚖️ |
| Humor | 977th | 2.44⭐ | 44🧑⚖️ |
| Mood | 980th | 3.22⭐ | 52🧑⚖️ |
| Given | 60🗳️ | 74🗨️ |
There's definitely potential though.
@etrealjunior Thanks mate! Will play you game over the weekend for sure!
I'm an audio guy, so I don't know much about programming, but this entry is quite impressive for me.
ps- It was always too ambitious :P
This was maybe a bit too ambitious?
The art style is a bit messy, with the skybox, buildings and characters not really fitting together.
The combat gameplay feels right even if not great, and is very impressive for 3 days of work.
Good job 💕
And yes the verticality of the levels was supposed to be a way the game could be played, by completely avoiding conflict ( thus the light attack is with the sword still in the sheath).
I'm working on completing this demo and will release it before the event ends with the source code, would love to get some feedback when it's done. :v:
Great job!
I did think the art direction, at the current stage, looked random and incoherent. The environment clashes with the toon shader applied to the characters, not to mention the mook's armor didn't seem to fit in with the time period the industrial environment suggests. I recognize it used pre-made assets, not to mention the development took a significant time crunch. That said, I would like to see more consistency in visual style, at least, so things appear like they fit within the universe the game is in.
Lastly, the camera controls on PC needs a lot of work. The slightest movement of the mouse seemed to cause the camera to jerk around, which didn't feel great. I also didn't like the Field of View increasing when the dash button is held, as I found it disorienting. I would have preferred the camera pull back slightly, instead.
https://youtu.be/6mjxeFKXq_8?t=1921
A lot of things that you pointed out we're result of a single guy making a demo in ~24 hrs and being fixed in Post Jam.
The environmental artwork was purposely detailed than the character(anime style) will make few changes but that's the art direction many liked and I'm going to stick to i, the environment also has cel-shading to it, it's not just plain textured.
The armour will make sense in story mode, just because it's industrial doesn't mean that it's like our world. The world building is more defined in post jam version. The game is not set in modern times, just a premises where the development is more due to advancement in magic, but the lifestyle and living is more like feudal days.
Current the enemies serve no purpose they were put to test the light attack.
I won't say that the attack looks weak, but it is a non lethal short ranged defensive attack, the game can be played with avoiding killing and this making it harder to defeat the enemies, there's also a dialogue system in development, to talk our way through.
And yeah, the fov shift might be a bit nauseous, I realized that after releasing the demo, in post LD it's been changed.
Thanks again for trying it out, I'm working on a post jam version, I'll be really glad if you could try that once it'll be out
Here's some in game footage of the demo to see how it actually runs :p
https://www.youtube.com/watch?v=sVkta6o6mfA