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Heirloom Thief's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Best Overall | #1 | 4.545 | 4.545 |
Most Fun | #1 | 4.455 | 4.455 |
Best Mechanic | #2 | 4.273 | 4.273 |
Best Sound | #2 | 3.909 | 3.909 |
Best Art | #4 | 3.909 | 3.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I quite liked this one! At some points I forgot to take notes and was just playing a game, which is always the mark of a good game. I particularly like how the platforming feels, and the use of lighting throughout the scene. Also, 10/10 save system. Had I needed to leave and come back, this game would have had me for sure
Also, great boss fight. Really well done. 10/10
I have a couple notes for future polish if you're interested:
- The sword should do knockback, whether to the player (think duck tales cane) or to the enemy. Right now fights feel weird because the weapon feels weightless, and it feels like you have no way to claim space against the enemies
- Firing the fireball resets the sword's cooldown. Why? I get they are both movement mechanics, but you should either not have the sword be a movement mechanic, or just account for them both being available in the design (I recommend not making that required, or even acknowledging it. Let the player feel like they're cheating)
- Reverting to the previous room every time you die feels a bit jarring because of the camera. I would either respawn the player at the beginning of the current room, or fade to black while moving the camera
- I didn't discover the upgrade menu until I was mid boss and paused to take notes. You should point the player towards it after they pick up 2 gems the first time. Not everyone pauses a game this short
- The sword currently works through walls. I'm sure this isn't intentional and is just a jam thing, but just wanted to note it down
- The boss only being vulnerable when the head is flaming left me confused as to how to hurt it at first. I would either introduce the hurtbox much earlier in the fight, or just make the head hurtable the entire time and increase the bosses health as needed
Alright, now if you'll excuse me, I'm gonna go play around some more with the best item in the game: the crown. I need that jewels upgrade
Thank you so much, Mist! I'm very glad you enjoyed the game. I'll make sure to implement fixes for all these little things. Most of the problems came down to time, in the end, as they always do. I implemented a cooldown system for the stick, and used the same cooldown system for the fireball... without separating them lmao. As for the boss, I kind of wanted it to look more like it's opening itself up to shoot fireballs, but ran out of time for the art. And the "Reverting to the previous room every time you die" was definitely not intentional, it seems I just missed a few checkpoint spots :p
As for the upgrades, I tried to point a bit toward the upgrades menu with the "UPGRADES AVAILABLE!" text next to the pause button that appears when you have both two gems and an upgradeable weapon, but due to an unforeseen glitch, it doesn't seem to appear until after you've already paused. rip.
And I probably should've mentioned the pause menu map showing gem locations somewhere in-game or in the description to make people look into the pause menu lol
Omg, that boss was AWESOME I got so excited to see it in the presentation. Everything felt very smooth and fluid, and overall, it was pretty finished. Great job :)
Thanks! I'm glad the efforts of my team were well worth it
You guys ended up making a really cool game, I enjoyed this so much and even seeing it in development I was like wow that's cool. I like that you could go either direction in the beginning and whatever item you got first made the other section easier. Thankfully I went left first because the spell is so much fun to use. Combining all the items together makes for a really fun movement system that I could never get bored of. The parkour section to the boss was also so much fun. Finally, the boss was SO COOL!!!! whattt I loved the way he stomped to the music and his intro of breaking out of the wall was super neat. Great ideas and great execution very polished game excited to see what your team makes in the future or a heirloom thief update! I think the only criticism I have is some of the level design is a bit wild especially in the first two sections before the boss walkup, it does work well to teach you how to play but can get a little wild.
Thanks! I'm very proud of what my team was able to accomplish during this jam, and yeah, the level design refinement got a bit uneven near the ring area in particular. It was the first big 2d platformer jam game of one of the level designers, and I didn't quite have enough time to go back and refine it for optimal player experience, because I really wanted to spend the last week making the coolest boss fight ever. I'm glad to see that paid off