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Project Prince's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Best Mechanic | #1 | 3.500 | 3.500 |
Best Art | #1 | 4.625 | 4.625 |
Most Fun | #1 | 3.563 | 3.563 |
Overall | #2 | 3.344 | 3.344 |
Best Sound | #6 | 1.688 | 1.688 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is a great game content-wise, I really enjoyed the use of wall jumping but when I was playing I kept missing jumps off of the wall because you had to face the wall and jump then immediately face away, it was hard to get used to as typically when wall jumping in something like Mario you just jump in the opposite direction of the wall. As in you would need to ignore movement input after jumping off of the wall for x amount of time. Also because of how you coded wall jumping you could wall jump off of anything so if you were pushing right up any of the blocks in a stair shape you would end up jumping off of the wall pushing you backward. I wanted to ask, for the double jump could you not code it to use the same button? I don't think I've ever played something where the second jump is a different button, not the worst thing, just different. Also, the colliders seem odd like there were many times where when touching an enemy I would bounce off of them and not take damage or I would hit an enemy, they would die, and their collider would keep moving and still kill me (Specifically the bats for that one). The boxes that you could interact with had very touchy physics, if you stand on the corners you constantly move in a direction and if you fall on a corner and it flips it can send your character flying. The platforming felt inconsistent because there was no leeway for running off the platform and hitting a jump at the last second, I believe mist already mentioned this one. I really enjoyed the boss level's design, very reminiscent of the final boss in halo 2. The only issue I have is that it seems like the bosses hitbox is designed in a way where you can only hit his lower body, I initially thought the boxes near him were supposed to be moved to block the enemies falling down near them but the bats always hit them back up. So when I would drop down to fight the boss down there the enemies were too close and because I could only hit sideways it was very easy for them to kill me. I think it's a good way to punish the player for not killing the knights as they flood in but in this area.
Summary :
Your art was great and it worked well for conveying the theme.
The movement was frustrating because jumping was inconsistent and it was odd that you had to face the direction of a wall in order to jump off it, it made the bit where you drop down and double jump to the right in the under bar/castle area much more difficult. It would be fine if you slid down the wall when pushing up against it that way it's easier to time your jump.
The level design was great except for the bat portion because as I was trying to complete it I would constantly encounter that issue where the character would jump off of the stair portion sending me back. Also, I didn't realize you could kill the big swarm of bats because I thought it would just penalize you for stopping, not really a problem just something I didn't expect.
I definitely think your game was the most complete out of all of them and that you did a great job by creating a complete story with your cohesive-level design.
This is really cool!! Some things to note is that the beginning dialogue is a bit long, and the platforming is a bit frustrating. Awesome work besides that!
This is easily the most fleshed out game I've seen so far. You really went above and beyond and it shows. The parallax backgrounds in the cave level in particular really impressed me. The artist did a wonderful job
You clearly have some handle on game development on this point, so I've got a few additional pieces of feedback to help improve your platformer design if you keep going in the platformer genre:
1. Holding down the jump button shouldn't auto jump. In godot, instead of using Input.is_action_pressed you should be using Input.is_action_just_pressed so the player has to press the button each individual time they want to jump. Auto jumping feels unpolished/clunky. It was evident to me in the bat chase sequence that you clearly used autojumping when testing, because that was the only reasonable way to clear that sequence (bug btw: you can jump over the scroll and never spawn the bats). Don't rely on jank in your designs.
2. Coyote Time: This is a mechanic that seems counter intuitive at first, but is used in pretty much every well liked 2d platformer in recent history. If the player has just walked off the ledge and pushes jump, you should still allow them to jump for the next few frames. This creates the illusion that jumps are "fair" to the player, because the action they meant to take is translated to their on screen movement, even if you as the designer know they 100% just cheated
3. If you're going to have a sword, make it one swing per button push. Having the player swing up and down makes it feel sluggish. It's almost like I'm telling the character to swing their sword rather than swinging the sword myself. There is a disconnect between what I'm trying to do and what I'm actually doing
4. The bats move too fast and their pathing is random/unpredictable on the first few attempts of the cave sequence. Enemies need to move in a way that is predictable to the player so they can anticipate and react the first time. They shouldn't have to die and restart to beat your game (though they probably will anyway)
5. Be more generous with checkpoints. Restarting the entire cave level when I failed on the bat sequence was what encouraged me to realize I could just hop the bat spawner, and after just barely hitting a complex jump in the bar sequence (more on that later) dying to a knight enemy caused me to end my playthrough there rather than restart the entire sequence
6. In the opening to the bar level, when you descend into the cellar you pass by a row of barrels with no collision on them only to be stopped by a rack of barrels in front of you with collision on them. There is no visual distinction on why one pair is in the background while the other is in the foreground. In general, you need to make the foreground brighter and the background darker
7. Later on in the bar level, there is a tight sequence where you are supposed to drop off a ledge, wall jump off the side, double jump to the other side, wall jump again and reach the top. The issue is there isn't enough room for the initial drop, meaning it feels more like luck than skill if you wall jump off the left platform at the correct position, way too high, or just fall off entirely and have to repeat the entire sequence. The platforms that hang down for that sequence need to be elongated
8. Double jump should not be tied to a second button. Just have me press jump twice, don't throw extra buttons into the mix
Hopefully all of this will be helpful to you in some way. Congrats on all your hard work! I can't wait to see what's next for you
Thanks for the feedback! We will definitely be incorporating what you've highlighted in our 1.1 release.