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A jam submission

Seemingly AlrightView game page

A game in which levelling down is great!
Submitted by GoldenOrange — 8 hours, 11 minutes before the deadline
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Seemingly Alright's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#3453.3533.353
Overall#4512.9802.980
Presentation#4583.1183.118
Gameplay#5402.4712.471

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What do you like about your game?
I'm happy that I even managed to make what I made, but I am especially happy with the evil elementary school chairs. As well as that, I am also happy with how I managed to implement the theme, as I tried to use the philosophy of build the game around the idea, not the idea around the game.

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Comments

Submitted(+1)

I really like how open the world is and how you can choose to explore, talk to NPCs, fight monsters or go straight to the boss. The world is beautiful and the 3D models look very clean. Overall you've done a great job.

On the other hand, a number of small problems add up when they could be fixed very easily.

Firstly, the camera. The problem is mainly the fact that the controls are inverted compared to pretty much every third person game, so it takes a lot of time to get used to. 

At first, I was very confused. I tried to kill some enemies, even though I didn't know what I gained fighting them. The magic abilities are unlocked after a certain number of "Imaginations," but the count isn't shown anywhere, so I didn't know what I should do. I would have really appreciated feedback when the player makes some kind of progress (like a text showing how much imagination gained, or XP, etc when killing enemies, opening chests or talking to NPCs). Since it takes so long to unlock the first ability and there is no feedback, I was really wondering if I did the right thing or if I missed something. If the abilities you unlock depend on the level of the character, then it would have been better to write "Unlocked at level X".

The first time I played the game, I collected everything I could, killed every enemy, and on my way to the boss, I fell in a tiny hole in the mountain where I couldn't jump, so I was stuck, and I had to reset the game and do everything all over again. There was also another spot where I could fall under the floor, so I had to run to the sea to get out. I think it would have been nice to have a reset button in case that happened.

The chests are weird. They open when you go next to them, but then you need to press F and there is no indication of whether you did something or not (except if you look carefully at the bar under the health bar). Since the "press F" text doesn't disappear and the weird glitched noise they make, I didn't know if the chests actually worked. Then I noticed that they make you level up instead of level down, which seems to go against the purpose of the game. But since leveling up seems to increase your attack damage, I went for that alternative strategy to fight the boss :)

After pressing play in the title screen, if you press enter or space instead of skip or continue, It shows glitched text, and the more you press enter, the faster the text appears. Nothing game breaking here but I thought that was pretty funny. Also, after beating the boss, in the final story text section, the skip button doesn't work and that made me lose time on my speedrun!

Sometimes when you fight an enemy, especially the "Shadow", the attack animation gets hidden by another animation, so you can't avoid it, and it looks like you take damage out of nowhere.

The fight against the boss is fine. I just don't like the way it sometimes teleports the player in the middle of the room because there is no animation indicating the attack will happen and it sometimes teleports you direcly into the spikes of it's other attack so it feels very unfair. Eventually, I found a way to consistently avoir the attacks but it looks more like a bug than an intended strategy.

Here is my speedrun of the game :)

Developer (2 edits)

Thanks a lot for the feedback!! the camera? the camera. That thing is this game's biggest issue. And yes, you are right, it is not very good. My PC setup only allows for like ~4 inches (its really small) of mouse space, and so that's the answer to the really high sensitivity. The inverted camera controls? I have no clue why I didn't make the camera controls non-inverted. So that's why the camera controls are inverted. but about the other things: Sorry about those softlocks, it was a concerningly big map for a game jam, and I definitely should've either looked harder or just put in a reset button like you mentioned. The confusion of what to do? Well, there is this Dummy enemy in the middle of the village where, if you talk to it, it tries to clear up the confusion. Unfortunately I did not account for the fact that people may just ignore it, oh well. The game's premise, admittedly, it a bit confusing overall, so I probably should've put in a little bit more to make it less confusing! The chests were a rushed addition, as you could tell. Those give healing potions and remove a bit of exp. They probably should've either been updated to work better or been outright removed, but I wanted some reward for exploring (other than more enemies to kill (and NPCs)) and I definitely should've thought of that. I tried my hardest to fix the glitched text (That was a mad source of bugs) but it seems one slipped through!! The bossfight is kinda lame in my opinion too, as I wanted something cooler, but that pushback was there pretty much entirely because it was too easy to camp in one spot. some indication definitely would've helped. in fact, it actually takes 10 hits before you get knocked back, some sort of UI for that could've been an easy fix now that I think of it. With the last issue, it's unity's bullcrap animator that caused that. I found that in a playtest after the jam submission period, and yeah, that is a nuisance. Solidifies that the elementary school chair is easily the best enemy :)) Yet again, thanks for taking your time to try this out, this entire game was a bit beyond what I could do, but I hope you enjoyed it, even if it was super buggy :)

Edit: One more thing: for an Any%, timing starts when you click play and ends after interacting with the final door :) Good job on the 10:36!

Submitted(+1)

comments work, I was definitely feeling the burn of the controls and somewhat uncertain premise but everyone liked it so much I went back and figured it out, and I had a good time. I enjoy the details in your three worlds (especially the overworld) and your final boss design.

The combat is very strange, starts off very grindy, becomes very easy and then ends with a very grindy tank-boss. I get that it probably was less about balanced combat and more about the representational symbolism of the enemies. 

The models and the combat animations are very nice though and reactive, pleasant to just roll around. I could take or leave the drum sfx though.

One error I encountered is that powerups do not work near enemies, and in general, their recharge is kinda scuffed, often just waiting around for relatively long periods.

The thing that carries is that you really did build a big RPG in such a short time and the world feels lived in, congrats on the release

Developer

Thanks for the comment! I really should've mentioned that making the best descision whilst talking to NPCs cuts a lot of the grinding. It definitely helps with that kind of grind. The SFX was a miss, but I knew that it would take a long time to fit anything else, and it was also implemented all on the last day of the jam, so that definitely could've used some tweaking (or removal :)) The buffs are broken, and that was in fact unintended. for whatever reason, anytime you attack, it messes super hard with the timers, and I should've fixed that. Thanks again for the feedback!

Submitted(+1)

wow

Submitted(+1)

Game is really good, really polished. I like the big world and models you made. I think the mouse sensitivity is good because I use a trackpad. Overally, really really good, good job!

Developer

Thanks a lot! I'd say the game needs some polish myself, but glad that you really enjoyed it! thanks again!

Submitted(+1)

Thanks!

Submitted(+1)

I'm sorry, I tried but was not able to work the camera, my eyes got tired very fast. From what little I could play, it seems like the objective was to level down your character which was interesting. If you fix the camera, it will improve the experience by a lot. Good luck!

Developer

Yeah, that's the easiest thing to fix, wish I could have know that the camera was such an issue! My mouse is at super high sensitivity, so that was the issue, sorry :( Thanks for leaving some feedback :)

Submitted(+1)

this was such a nice and charming game to go through! its crazy how much you managed to put in this game, from the scale of the island to the 3d models you made! it seems like theres even a lot of underlying systems in the game, very nice! the foundation for a nice action rpg is there since a lot of the major systems seem setup already, though there are quite a bit of issues that stack up and should be addressed first (nothing too game breaking).

like some of the people have said, the inverted camera controls felt hard to work with for this type of game at least. mouse sensitivity also felt a bit high for me (though that could just be on my end), so having both of those be in an options menu would be great! some visual communication adjustments could also be appreciated, like showing what you get in the chests (even just saying it as world space text), since im not too sure what i got most of the time. there was also a point where i think i got xp from a chest and leveled up instead of down, which made me lose the skill i earned earlier (though not too big of a deal since i got it back, but weird for the chest to kind of nerf me). there was also an audio bug when approaching the chest where it seemed to play every frame. lastly, the enemies (especially the shadow one) sometimes dealt damage to me without going through its attack animation which led me to dying a couple of times because of it (though i am fully aware how hard the Unity animation system is to work with xd). so yeah, a lot of small issues, but them stacking could lead to problems overtime so it'd be best to address some of those QoL issues first when developing!

enough of the negatives, the general RPG system is sick! i can't say i played a game with a leveling down system (though i think i've seen some before), but i like the trade-offs of leveling down and the in-game context behind what it means to " level down", very cool! i also like the how cooldowns for skills don't reduce while attacking, thus informing the player to not just spam attack and swing randomly, i think thats a neat design trait of this game! also the non-humanoid enemies look really nice! the ones that are in the game rn have nice custom animations that im surprised exist due to both the jam duration and the amount of other content thats already in game! the environments in the game also look really nice, i was always surprised when entered a new area!

overall, this was a fun and campy world to go through, i think it has a lot of potential! from the dialogue and the animations, seems like you had a lot of fun making it, which really shows while playing the game, great work!

Developer(+1)

WOW, thanks for the review! For context as to why the mouse sensitvity is so high... my desk has about literally ~8 inches of mouse space, which means I always have to crank my sensitivity, must've forgot about just turning my mouse sensitivity there. I also didn't put in a settings menu because I really wanted to work on the game and make it really fun! One thing I'll mention that nobody brought up is the lack of music, which makes sense, because a lot of game jam games have that. The reason is that at first, In the overscoping world I was in, I wanted to make the music myself. That, of course, did not, and could not, happen. However the reason for no royalty-free music is that I didn't think that I could find any that would fit the game, and also because I wanted to put time into the game, not the music. Now, about that animation issue: I had that in development, and it might be to due that the "Has Exit Time" box wasn't ticked off, though I swear i did... Oh well, that's Unity's animation system for you! The chests reward you with Healing Potions and a decrease in exp, because it was originally going to have coins and gems, and those would be used for something, but I ran out of time :( I also knew in development that the chests didn't have good visual indication, wish I could have fixed that :\ I actually had to put in a LOT of QoL on the last day, like ability unlocks and others. I also had to fix bugs for a couple hours too :\ Once I come back to this game, I definitely will put in a settings menu ASAP to fix half of the issues right now. The attack cooldown pausing is actually technically a bug, but I thought it didn't really need fixing, as I had other bigger issues, like occlusion culling not working properly at all with the stupid camera! The chair enemy was the one and only enemy I could put together in the time I had without overscoping again, and I really tried to make it exaggerated and ridiculous-looking, because I knew you have to have that player feedback. Probably my favourite model that I've put together for this game! Thanks a lot again for leaving this review! It's good to know about all of these small issues :)!

Submitted(+1)

Well, I liked the environment, shader, and the sound that make during dialouge. HAHA.But the camera moment felt annoying, it was reversed so had very hard time managing it.  Additionally, i felt it would be better if there was button to skip dialouges, or speed up. But, bravo u did that in this amount of time. Best of luck

Developer

Inverted camera strikes back again! I never got a playtest so that's why the camera kinda blows, I got too used to it :( Skipping dialogue would have definitely been a good idea, although you can basically skip dialogue on the NPCs if you can interact with them. Good idea! I probably should've added some of that polish. Thanks for the feedback, and pointing out how ridiculous it is for a game with quite some text to not have a speed-up button!

Submitted(+1)

The shaders are really good and I'm rather impressed that you managed to create a game with a rather large scope, though i'd probably recommend in future that you go for a game with a lower scope in hopes of being able to polish it more. There were a few bugs rather frequently along with the camera being a bit annoying but I see a lot of potential with this game. You could really make some good content with this game with some more polish. Great work!

Developer(+1)

Thanks a lot! honestly It was going to be bigger... that was a mistake! There would have been more polish if it weren't for me not doing a playtest :( It seems that people really enjoy it, so I think in the future (once I'm better at 3D Modelling) I probably will return to this to add juice and polish, better art, and bug fixing. But first on that list is camera adjustments all the way!! Thanks for the feedback!

Submitted(+1)

A setting for the camera controls would've been nice, and I would've liked a way to make the dialogue move faster. Overall I think it has a lot of potential. I really love the art direction that was taken.

Developer(+1)

Thank you for the feedback! The camera definitely needed settings, inverted camera controls are a pain, and the dialogue would be so much easier to move faster but I hadn't thought about it. Good to know you enjoy the art! I was seeing other people's art and thought that going for a simpler, more fun artstyle would be better because I know how to work with that. Thanks again for the feedback!

Submitted(+1)

Hey, just played your game. I liked how the movement felt fluid, except for the inverted camera controls which were difficult to adjust to. There were a good variety of enemies and places to explore, and I liked all the easter eggs and jokes you included as well. Overall, I think the combat could be improved a bit as some hits on the chairs didn't register, also I think some of the sound effects were a bit too repetitive/loud. Definitely a fun experience though with a lively world, great job on this game!

Developer

We love inverted camera controls! (not) This one should have been fixed. But I didn't get a playtest, Oops! Also the hits sometimes not registering comes from the fact that the enemy has I-frames, and are probably still too long, oh well. I actually had to turn down the sound effects volume 'cause they were LOUD. Seems that they needed more! Thanks a lot for the feedback!

Submitted(+1)

Hi, I just played your game, I really like the color palette and the general mood of the game. I love the combat animations, they look so funny to me. The only thing that troubled me a lot was the inverted camera controls. If you plan to develop this game further more in the future, I would suggest to revert that or make it a toggleable setting.

I still enjoyed it a lot, it was very fun!

Good luck with it <333

Developer(+1)

Thanks a lot for the review! I didn't get testing at all so I got used to the inverted camera controls. If I had known this was an issue I would have done it (and it takes like no time flat too, I even made a setting in another project that's sitting on the backburner to deal with that (I think) so yeah. Thanks a lot for the response again!

Submitted(+1)

Don't worry, the game is still a banger! Keep it up <333

Submitted(+1)

This game has a ton of potential. The camera made it hard to weave in and out of combos, so a lock on would be nice. And the combat animations are pretty stiff, but I appreciate that attacks can be cancelled with a roll. That said, I had a lot of fun with this game. As others have mentioned, the scale of this game is really impressive. I've never liked games that try a levelling down mechanic as that just punishes playing the game, but I really liked that you counter-acted that by boosting the player's other abilities instead of just leaving them in a weaker state. Even if a bit basic, leaning more into using abilities as the game progressed was pretty neat. The secrets scattered around were cool, but chests kept making this pinging noise and I couldn't really tell what I was getting from the chests. Lastly, final boss was pretty neat. Great game, some more fine tuning of the mechanics can really turn this into a full experience.

Developer

thanks for the feedback! I had some issues with the attacking animations because all I could get for reference was me or someone else swinging a chopstick around to try to make it look right! The chests just give you exp and healing potions, but were going to give more... until I realised that 1 day was left and I couldn't really do much with it :( Of course I tried in this game to counter-balance the somewhat funky combat with some fun dialogue, just to spice things up. It was quite the development too, as my power went out one day and I couldn't use my PC until the evening for me. Yet again appreciate the feedback, I also thought your game was pretty cool too!

Submitted(+1)

The scale of the island is impressive for the time frame. I liked all the secrets hidden around in the "video game" spots to check, and the surfer joke about the water was funny.

Developer

I intentionally made the 'video game' spots because I thought that making it somewhat obvious helps people to find where the loot is, which is always nice :) Thanks for checking it out, glad you liked the ridiculous joke :)

Submitted(+1)

I like the graphics, the transparent little guys, the funny voice acting and the colors, the creative combat sound effects, it's all pretty good! Main critique I would have is the inverted mouse controls, it was way too difficult at the beginning to get used to it, especially with action combat style, I was getting nothing done. Combat was okay too, other than the inverted mouse controls I think controling the character felt great. Oh, by the way, I think I was attacking the NPCs during dialogues, as whenever I clicked to get the next speech bubble I would also swing. Was there a way to talk without clicking? Hahaha

Developer

I seem to have neglected to make you not attack when you talk to the NPCs whoops! :) I probably thought of inverting the mouse controls (I didn't get any playtests so I had no clue, should've picked that up anyways) so my bad! Thanks for shooting some feedback my way!

Submitted(+1)

This is an awesome game! It took me a little while to become accustomed to the inverted control layout but once I did I was rolling! The size of the world is really impressive there's a lot of areas to explore and there are some easter eggs to find which I won't give away the details to... Dev ;-) The inverted leveling system as well was very interesting as I have not seen something done that way before. Combat was good the abilities are responsive and dodging is important rather than just spamming abilities. The environment was quite nice as well and it was enjoyable to just run around in the game. Overall this was a great game jam game very nice work!

Developer (1 edit) (+1)

Thanks a lot for the play! your game was also quite enjoyable :) The game used to be bigger, but halfway through I realized that it was too big! I also wanted to make a better final bossfight... although hopefully the fix was alright enough :)

Submitted(+1)

It's very hard to make such a large game for a game jam! You did very well. I'm sure that you will make it even better if you choose to continue working on it!

Developer(+1)

Thanks! It really is hard to make it, spent probably too much time on it... oh well. It was a good experience to learn how to code more efficiently and well. Thanks again!