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A jam submission

EverwoundView game page

Awaken in a dying world. You are a Husk, cursed with invincibility. To defeat endless hordes, you must expose your soul
Submitted by Moonside Studios (@moonsidestudios) — 5 days, 15 hours before the deadline
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Everwound's itch.io page

Results

CriteriaRankScore*Raw Score
Art#363.7693.769
Overall#913.0923.092
Theme#953.0003.000
Enjoyment#953.0003.000
Audio#1072.7692.769
Creativity#1572.9232.923

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

Liked the effects on the game, Gameplay smooth, was fun playing.

Submitted

The lighting and effects in this game are amazing.

Submitted (1 edit)

I love the art style, it looks amazing!

Submitted

Really cool game ! The effects are satisfying and the loop works very well.

As others said though, progression feels very slow. You can get lost very easily and go back to areas you already explored. Maybe a way to track nearby chests could help a lot in this case !

Cheers, it's impressive you managed to do this on your own.

Submitted (2 edits)

smooth to play and very atmospheric, maybe the progression could be a bit faster for my taste but nonetheless a great take on the theme!

Submitted(+1)

The game looks great. The movement and attack animations are really smooth! Even though the power-up process feels a bit slow at first, you truly feel invincible once you get stronger. Good luck in the jam!

Submitted(+1)

Love the visuals and the dark fantasy theme!

And I see the vision! I enjoyed what you've done with the game.

A couple of things, I only found two chests in my whole run, looking at your screenshots is seems I missed out on an lot of cool abilities.

Also, I kinda don't get the point of space bar? I just left it off the whole time.

Developer

Thats so unlucky, never seen only two chests hmm.

Spacebar makes you invincible, which right now is only useful in tight scenarios or when you cant see your character. The plan was to add undodgeable attacks where you'd HAVE to activate it, but I ran out of time.

Thanks for the feedback!

Submitted(+1)

Cool project!
I wish it had at least some feedback for damage received.
Visual are top notch. If it's not a secret how did you achieve it? The only thing I can think of is lowering resolution and using Render Target and use it as material on widget?

Developer(+1)

yeah right now it’s just a grunt and the health bar, that’s a great take.


Getting the visuals is actually a fun part of this project. As a horde survival game, I needed to max out every possible frame I could. Being in UE5, that’s no small feat. If I just added a post process volume, all the UE high fidelity components would still render underneath it, so it’d be very expensive. What I did instead was force the native engine settings down in order to actually get a pixelated project. I’m on mobile right now but I’ll try to recall some of the ways I did this


Disable lumen
  • Disable Nanite
  • Disable VSM and switch to CSM
  • Switch to DX11 and SM5
  • Force 50% screen percentage
  • Set max texture limit (between 64 and 1024) for every single texture in the game
  • Force lower LODs on every static mesh
  • Additional ini changes that I’ll have to look up later

With all this and with optimization always in mind, I’m able to get 700+ FPS in the horde map on my rig (to start). Unreal users know it’s hard to get a blank project to 140 fps sometimes, so the retro workflow did me a ton of favors.


Sorry for the wordy answer, but thanks for asking!

Submitted

Thanks for sharing and no worries I like wordy answers :P

Submitted(+1)


The main menu is absolutely top-tier! It’s hard to believe this was all done in just 14 days — the level of polish is impressive. I really dig the Dark Souls aesthetic and the controls feel very smooth and responsive.

**A few things I noticed: on Low graphics settings, enemies become completely invisible, which made it tough to play. Also, the upgrade cards could really use some descriptions; I wasn't quite sure what each choice was giving me. The combat looks great, but the player's hit collision and damage feedback felt a bit unclear — sometimes I wasn't sure how or why I was taking damage.

Survived for 7 minutes and found one chest. I would definitely play a more polished roguelike version of this! Great job, Moonside!

Developer

Thank you so much for the feedback! Unfortunately the low settings culling and collision are known bugs, a side effect of “get it done first make it good later”.  Really glad you liked the concept though!

Submitted(+2)

Love the artstyle here! genuinely looks really cool and the concept is sick too, nice work!

Submitted(+2)

love the atmosphere. And its nice to see other UE devs that try and stray away from that "unreal look."

Developer(+1)

You too! More of us need to strip UE down and expand the scope of its style for sure

Submitted(+1)

I wish I could've played your game. From the clips you've shared and your page, this looks SO fun. I also second what RainHawk said :p

Submitted(+1)

awsome game tho

Developer(+1)

thanks so much! Deathless looks great, love how it ties into the theme

Submitted

thnx bro

Submitted(+1)

this was hidden like when did u post this daym