I thought the spatial effect in the building with all the gravestones spiraling upwards was super interesting. Didn't have enough skill to crouch jump effectively and finish lol
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Dreary Fallow's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #260 | 3.545 | 3.545 |
Presentation | #294 | 3.545 | 3.545 |
Overall | #297 | 3.348 | 3.348 |
Gameplay | #348 | 2.955 | 2.955 |
Ranked from 22 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?
Probably the Temple of learning to fucking crouch jump, I love making warping buildings and putting that into a platformer is spicy imo.
Comments
After some practice, the crouch jump becomes intuitive, but it's very hard when you're not used to it. It also took me a while to notice you can keep running to run faster.
I'm not a fan of having a score at the end. I think most people will have a negative score at the end, which doesn't really feel right and I would prefer on the end screen to have the different figures, especially the in-game time.
I noticed that the character goes way faster when moving in diagonal and it makes a big difference. It's quite useful for speedrunning :)
Here is my speedrun of the game:
I think I beat it? I got the 3 flowers at least. Anyways, it was a really good platforming experience, my immediate thought like others was like N64 mario. I don't actually know if coruch jumping is a real thing in those games as I grew up with only a PC haha. Either way, I liked the feel of crouch jumping.
The warping tower is cool and really cements the game as a great platformer. Things that seem like your next jump might not be, and I appreciate the subversion. The save rift was a nice addition as well. The style is pretty cool and definitely strange in a the best wway imaginable.
congrats on the release!
I think this is an incredibly unique idea. I appreciate the aesthetic of everything. You don't often see arm-less skeletons side by side with masked up murder teddy bears. The momentum idea is a really unique idea and I think you have something genuinely unique with that in your game.
That said, I gotta offer up critique that the warped tower feels incredibly difficult to play. The tight platforming is not conducive to a good time when the distance I can jump feels like it fluctuates regularly. It's a good idea, tweak it up with a longer time in-between or an audio cue and I think it'll be easier to tell what's going on. The only other thing I think you should probably improve in future games is the readability of your signs. The plank aesthetic is a good idea, but each plank does not need a shadow. It made it personally hard to focus on the signs and take in the info you wanted me to. Those are the only things that really feel wrong with this game and anything else I could offer feedback on would be personal nitpicks.
Solid idea here and good job for putting hard work into this. Can't wait to see what you cook up next.
The warping building section was definitely VERY challenging!
Really cool game, nice concepts! The expanding tower is a bit too hard. But overall its a pretty fun experience!
I really like the weird creatures and surreal mood! the turtle dove is my spirit animal.
the mechanics are pretty good, but they could use some more work — especially when it comes to air control, and the timing of a perfect crouch-jump. (maybe prevent crouch from applying extra gravity for a few frames after jumping?)
I think I spent too much time in the warping tower, because the two turtle doves seemed to be out of sync when I got to them, so I had a lot of trouble with the timing. they synced up a bit better after while though. I assume this was an unintentional bug, that their cycles shouldn’t drift apart like that.
overall, nice entry! I hope to see more trippy effects like the warping tower.
i love this surrealist world that you've made, very much captures the essence of n64 3d platformers. the character animations, the floating island, the gradient background, the distorting and desolate towers, THE TURTLE DOVES! all of it combined together creates this sort of somber yet tranquil vibe that im a fan of, really nice work!
the controls are a bit tricky, but once you get the hang of it, you can really schmoove all over the place which i had a fun time doing xd. though yeah the movement feels great to control when you're confidently moving through the level, but once you hesitate the character controls feel pretty awkward. the snappiness of changing directions in the air + the relatively slow deceleration in the air makes it pretty difficult to recover from a misaligned jump when you're trying to correct the angle. lerping or adding force towards a desired velocity (even if its just for a brief moment instead of immediately snapping to a new velocity) could maybe make the movement feel more responsive!also for that crouch jump, i think it would be nice to give the player a longer input buffer for that action, especially since the beginning jumps in that distorting tower are all pretty precise. if people aren't familiar with platformers and don't have the trained motor skills to consistently do that crouch jump, then i'd imagine that it would be hard for some to make it past even the first set of jumps.
though going back to the tower, WOW what a neat idea! really captures the spirit of eccentric platforming gimmicks in 3d collectathons. the world's sense of scale already makes the player feel relatively small due to the big open spaces of land and the camera FOV i assume is playing a part in that as well, but the distorting tower elevates that to a whole new level, making you feel like an ant, really cool stuff there!
this was a fun platformer to play with very nice vibes! great job!
I dig the n63 atmosphere and the wacky characters.
The gameplay is a bit strange, though. It was difficult to control due to the ever increasing speed and snappiness.
(Thank you for making this available on Linux :))
-maybe its because im on keyboard but the controls are too binary for a platformer especially with precise platforms (or would have needed a shadow to know if you're above the platform)
-weird variations in speed and jump intensity? is there a mechanic where you get faster and faster as you keep moving?
-the tower warping effect is cool conceptually but make it both really hard to know how high you're gonna jump and where you can go next (i got lucky and saw a video you posted about this part on discord during devellopment but otherwise i would have never guessed)
also watch out about thin platforms, its by definition a challenging element, so add on top of it the two previous point and it raise the difficulty by a lot :/ (same for platforming above the void and timed platforms)
Interesting concept, but game needs to be better for the general controls and interact buttons.
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