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Use a legendary axe endowed with the mighty jewel known as the Eye of Acca to traverse an ancient tomb. Find your way through the trap-filled halls, and mysterious chambers, where not all is as it seems. Will you triumph over the perils of Acca's eldritch mausoleum, or will you succumb to its engulfing walls?




Made By:

  • Project Lead: 
    • Samartha Ingle
  • Community Manager:
    • Ousama Andari
  • Art and Concept:
    • Christopher Bukal Chillicuisa
  • Narrative Design
    • Christopher Bukal Chillicuisa
    • Tung Thanh Cao
  • Level and Puzzle Design:
    • Ousama Andari
    • Tung Thanh Cao
    • Christopher Bukal Chillicuisa
  • Programming:
    • Tung Thanh Cao.

Join Our Communities:

Find us at:

Samartha Ingle

Christopher Bukal Chillicuisa

Tung Thanh Cao

Ousama Andari

Supervised by Csongor Baranyai.

Course: Build a Toy First

Summer Semester 2020

University of Applied Sciences Europe.


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Click download now to get access to the following files:

EyeOfAcca - Demo (0.3.0 New).zip 37 MB

Development log

Comments

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(+2)

Hiya, you asked me to try your demo out during a stream so I have done so:


Best of luck with your game!
(+1)

Thanks a lot for playing our game. I would appreciate a lot if I can have a feedback from you on the game. What did you like/Dislike? What do you think can be changed? Etc. I know that you are a God in Hollow knight and other games, so your feedback is for sure important for us.

Thanks again

Best wishes

Ousama Andari

Apologies for the delay on a response. So far what I played looked good. Some things I can't judge too much as I don't have much context for how long the game is (the demo I assume covers the first level, which is also why I assume there's one music track).

Gameplay is pretty solid though. I think the one annoyance - which another comment on the video pointed out on the video - is that aiming the axe through tight spaces like spike tunnels can be a bit annoying. They suggested an aim assist, but I could also see other options like toggling to have a line between the player and cursor to see the expected path (or toggle to lock the direction for a throw).

The timing on the last block puzzle in the third area seems a bit tight (14:50 mark in the video). I know that gave me some trouble the first time I tried it. It also took a bit of experimenting to find that the directional pull on a block with calling the axe back was based on your character's position rather than where the axe is embedded (such as the 6:21 point for that area). I'm not sure if a brief tutorial screen when activating a new thing would be helpful for folks, depending on how complex new things get in future rooms.

Nonetheless, I hope that helps and wish you the best of luck with your game!

(+1)

It is all good, I appreciate your cooperation and interest in our game. This game was developed for only 3 months for a Uni project and we had to rush everything so unfortunately the times was not on our side but for sure this is still in the early development and we are still working on it. I am glad you like the gameplay.
We had many issues with the Axe already, there are many solutions that might solve the problem such as decreasing the Axe hitbox or change the level design or spikes boxes etc. But for sure this is something we are thinking about and will work on in the future.
We had a line between the player and the axe at the beginning "check the picture below", but that was not working in a way we wanted but I think An aim assist sounds good although I am not the programmer for this game but definitely would help. As I am the level designer I wanted to ask you about pacing in levels, is it in order? Or you feel sometimes you are going through easy then suddenly intense path/puzzle?
We will make sure to have a clear representation for each mechanic and try to show the player some stuff like moving rail blocks depends on the character's position and not just where the axe location.
I really appreciate your feedback and I am looking forward to see you playing our newer versions of the game.


Best wishes

Ousama Andari
 

Totally understand - a demo just shows stuff that's functional and everything can change before it's done.

Also, good to know you folks have been trying stuff to deal with the axe throwing to make it less troublesome for trickier throws.

Pacing-wise seemed pretty good - only those two parts I mentioned (where you needed to know how the pull worked and the timing for the last puzzle) seemed overly rough compared to what was in the area. But you'd probably want feedback from other folks too to get a good comparison (and at least with the pull portion any tutorial stuff you have planned should make that more obvious as to what to do).

Apologies again for the delay on a response. I don't check itch.io much so there may be delayed before I notice stuff.

Still, best wishes to you with the game!