So, thank you everybody for your comments. I've just written down the things that need to be improved, and see where that will take me.
Not that you'll ever read this comment, but, oh well... thanks anyway.
Criteria | Rank | Score* | Raw Score |
Story | #158 | 3.000 | 3.000 |
Sound | #194 | 3.170 | 3.170 |
Aesthetics | #264 | 3.491 | 3.491 |
Mechanics | #328 | 3.075 | 3.075 |
Music | #369 | 2.887 | 2.887 |
Fun | #394 | 2.962 | 2.962 |
Theme | #485 | 2.698 | 2.698 |
Ranked from 53 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
For jam release: Font: Blockstepped - Gem Fonts / Graham Meade @ 1001freefonts.com Clip: Medieval/RPG Music - sonically_sound @ freesound.org Clip: Echo Dungeon - ibm5155 @ freesound.org Clip: Background Music - Tausdei Music @ opengameart.org Clips: space-ship-hum-2136, windy-swoosh-1474 and various armour & sword sounds - audiojungle.net @ mixkit.co / elements.envato.com Character & items created with BrickLink Studio 2.0
Amazing. I love how movement is so smooth, from walking, jumping to climbing. The graphics and lighting you did are great. Also the sound design complements your game extremely well, especially the sound of the armor clinking together as you move. Though the gameplay is somewhat simplistic, I don't really mind it. The presentation is on point. I can tell you put great effort into this entry. Congrats! (also, dang, I'm 52nd person to rate you. that's amazing, dude!)
This is lovely, very well put together and the animation when climbing is just too beautifully goofy, I love it. I also love the walking sounds, very fitting. Having some mechanic to lead you the right way and some time pressure might make it more enjoyable, at the moment looking for potions can take a bit and since there's no real way of being "smart" about finding it it can be frustrating (or maybe there is and I am not smart enough?)
Pretty fun and well made game, it plays really smooth. Really funny that you went for a lego aesthetic. but it looks good tbh. I really thought at first that the potion at spawn was 1 of the required ones but it was just healing hahh
This plays very smoothly! Movement is a tad bit slow but in my opinion it feels very fluid with the wide range of animations. Assets are very well made and put together very coherently. Nice work!
I really enjoyied your game! (Also the Lego Knight is super cool lol)
Good Job!!
Also if you want i would really appreciate if you would play and rate my game too
I had a lot of fun running around looking for potions! The lego animation was a cool touch, great atmosphere!
Fun little game! The sound effects are satisfying to listen to. I like how you have the light source on the candle you're holding attached to the candle. So you can see the light move as you swing the candle back and forth when you walk. It gives it a little more realism which is nice! I did find myself getting stuck a few times when jumping off of walls. A few other folks have mentioned the colliders. Are you using a box collider on the character? I've found that box colliders colliding with other box colliders usually gives me buggy behavior due to the flat surfaces on both colliders. Sometimes the engine doesn't exactly register the collisions properly. But it's a fun game and pretty addicting! Thanks for submitting this!
Thank you. Now that you mentioned the torch and realism, it hit me; there is no shadow on the wall. There's something new to work on. Regarding the colliders, there are three capsules, circle above and circle below, and an ellipse front. Each one of them triggers a state based on a previous state. The problem is that if the collider does not leave the area to collide again and re-trigger the state and therefore the animation cannot change through the collision. That is why jumping of the climbing state but remaining in the proximity of the wall will lead to falling from climbing, but will never re-trigger the climbing, because the wall collider still collides with the wall. If I could reset the collider state then this wouldn't happen. I'll se what I can do. Maybe disable and enable the collider for a fragment of a second will cause it to trigger again.
Nice work!! I've made a wall climber in the past and it's not nearly as simple as one might think so kudos. I did see a couple of issues with the wall collider, but nothing fatal/irrecoverable. Could be the experience I had with mine. Anyway, nice expansive and vexing maze, a good challenge!
Cool game mechanics, but the game didn’t tell me that I can wall climb, and the wall climb sensors don’t always work properly, sometimes I get stuck on a wall for a while, and the torch light area is small
I managed to get 3 potions but the barrier didn’t drop, maybe the potion colour matters
the game is good, but needs further improvements,
Thank you. It needs a lot of improvements which I intend to do after this ends. I will look what the D&D rules say about torch light and will adjust. A tutorial for the movements will be a nice addition as well. Yes, the colour matters. I have a small description in the page just for that. I will also expand with audiovisual aids.
Has potential; I like how you used lego models; it’s been a while since I’ve played lego games; the visuals are great and the ambience music as well; but I think putting the story in the game would be nice, like you’d discover secrets or the story progresses as you go on; and I think it needs more content because running around for a long time without anything happening was a bit of a bore; maybe put traps, etc. to make it look and feel like some dungeon; still, good job! :D
Love the game, found all potions, but couldn't find the sword. But I'm sure you already have an idea how to fix that.
I found a bug right at the start of the game, where I went left, climbed up the wall and died to the barrier. But i was still able to move around even though my character was invisible and I managed to jump off the map by keep walking to the left side and pressing space. My character never respawned and the game over screen never showed up, so i had to restart the game. I played it in the web browser.
Maybe change the block that the candle's stand on. It looks the same as the block that you can jump on / collide with and I kept jumping on those blocks and wondering why i fall through, until i noticed that they all have a candle on top of them. Maybe make them similar to the background, so that it's clear, that you can't jump on them.
Other than that, great game, good introduction, love the visuals, the music and the sounds.
As a fellow solo dev, I understand the time constraints and I love the idea you came up with. I will say though, I feel that the movement and animations need to feel a bit snappier. It feels good to explore and collect things, but that's being hampered a bit by the sluggish animations. I would speed up the climbing and jumping animations a little in order to make things flow more smoothly.
I like the wall climbing in this one! And also the ceiling climbing, I definitely did not expect that. :D
I was able to find all the potions after some searching, but I couldn't then locate the room that the sword was in. Having the passage ways all look very similar is great for a maze but it does wear down the player's ability to feel like they're learning the map.
I thought this game was well-polished. I really liked the auto jump mechanic that you had. And the sound for the walking fit so well with the knight's armor and movement. I wasn't able to open up the protal. I thought I had gotten all 3 potions but maybe I didn't. I died a couple times the first time I went through so maybe I'm mixing up my plays.
Moving around looking for the last potion did feel slow but I didn't think it was bad. Sorry I couldn't get passed the portal :(
I like the atmosphere and the music, everything fits well. I didn't get to find one of the potions.
I loved this!! I loved the leggo look! It took me a moment to figure out the movements, but I appreciate how intuitive it is. Well done!
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