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A jam submission

AshenworldView game page

The world is being deleted, get out!
Submitted by DiamondCore — 1 hour, 47 minutes before the deadline
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Ashenworld's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#2383.6943.694
Gameplay#3572.9172.917
Overall#3913.1483.148
Originality#5212.8332.833

Ranked from 36 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 really am proud of the art I made, My hours upon hours in Aseprite paid off quite well! Even if i'm not quite fond of my gameplay, I'm content with my art.

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Comments

Viewing comments 30 to 11 of 30 · Next page · Last page
Submitted (1 edit)

Here is my speedrun of the game (08:35 remaining on the timer at the end). It was fun to speedrun , even though the tight jumps are a little bit frustrating sometimes. Also, the fact that the dash doesn't cancel your upward momentum feels a bit unintuitive.

Submitted (1 edit)

The pixel art is pretty cool, but the color palette sometimes makes it hard to know where to go next, especially at the final chase (that I couldn't finish for this).  Also the gameplay feels a bit wrong, especially the dash that feels far too inconsistent, and I suggest adding jump buffer and coyote time next time.

Submitted(+1)

The games art style was pretty and the music was nice but i am just bad at platforming so i could not make it past the first area at all as hard as i tried if i could have made it then well yeah xD

Submitted

Epic! I really love the art style simple black and white, the only problem is the wall jump ( or maybe its just me ) Overall a really cool game! Good job

Submitted

Excellent game! I'm not much of a platformer, so I didn't get very far. But it reminds me of Celeste, and the visuals and audio are top notch. Well done!

Submitted

Great visuals and level design, nice character control & movement  - I enjoyed playing it!

Was hard though, it could have been more easier. 

Overall, nice job! :)

Submitted(+1)

The game has a nice atmosphere, but the part where the dark something starts to chase you is too hard. But otherwise, nice setup. :)

Submitted

wow, i could NOT finish it.

I liked it. I liked the theme the art and everything.

One thing that works against it is that its similar to celeste in difficulty, but it has fewer checkpoints and a time limit. Every time i got to the chase sequence I'd start getting flustered, and I couldn't just sit back for a minute to compose myself, I had to keep trying or I wasn't going to make it (I didn't)

Mechanically, I think the game is really good. Realizing I could chain dashes almost instantly to get across a room faster was a pretty cool moment. I think the one thing that needs work in that department is the wall jump. I can't tell if I'm doing it wrong or if it just doesn't give you any height. Its not super easy to use.

All that aside, I liked it enough to make more than one full 9 minute attempt. Well done.

Submitted

Quite hard, but cool game with good atmosperic music

Submitted (1 edit) (+1)

I really think you need to make it so that there are less pixel perfect jumps, add a reset game mechanic, and most importantly, not force players into a speedrun. As a dev you end up testing the entire world at set points so it can be easy to forget how difficult the game is to new players (I too am guilty of this). The wall jump requires insane timing to scale walls, and the timed sections are incredibly unforgiving. Still, if you present your game with a timer I'm going to expect you to have a time that is hard to beat. 6:30 was no challenge at all. Still, I got some enjoyment out of the game.

In the future make the hitboxes of the damage zones more visible. For example, don't use black on dark grey, damage zones require high contrast and visibility. It took me a while at the beginning to figure out why I kept dying .

Developer

Thank you for your feedback.

There is a reset game mechanic somewhat in the form of pressing P to reset to the last checkpoint by the way

I do agree with the funkiness of the wall jumps and the fact some parts are a bit too difficult, though I dont think there are really any pixel perfect jumps

If you're referring to what I think you're referring, those small jumps that start in Room 4 and return in the first chase and last chase aren't really pixel perfect jumps, it's really just jumping and pressing dash at the same time


Also, i'll remember to make damage zones more visible in the future, thanks for pointing that out.

Submitted(+1)

I liked the levels and aesthetic. I think you have something interesting here. I would recommend to review the jump function. It seems there is a bit of delay from when you touch the floor and when you can actually jump. It feels almost like nothing, but in games for precision jumps, controls must be as responsive as possible. Also, I would recommend to add "coyote time" so it doesn't feel that unfair when you make a jump near the edge and you just fall. Also the wall jump feels weird, because you advance so little while doing it and combined with the jump delay sometimes you just keep jumping in the same place of the wall. Best of luck!

Developer

Thanks for the feedback!

I probably could've added coyote time, I kind of regret not adding it.

And for jump buffering, i agree that i could've added that too

And yeah, the wall jump is pretty jankily-implemented.

Submitted(+1)

I had fun playing it. It feels like a frustration simulator platformer and I like it. The art is beautiful as well. Well done!

Developer

Thanks for the feedback!

Submitted(+1)

Good job on the sprite you made, they look nice :)

I would have some suggestions for the gameplay because it didn't feel very natural to me. 

Firstly, I was stuck on learning the dash for a few minutes because I heard the sound but nothing was happening. It should only do a sound when it actually does something, or it should dash forward by default if no button is pressed. 

The wall jump was also a little weird. I would expect to be able to wall jump without necessarily having to hold forward. Or maybe you could slow the player's fall speed when it holds toward a wall so that they have more time to react.

The introduction of the jump pad should have been without a thing that kills you above because it's almost a guaranteed death, and you have to restart since the beginning. If you really want the player to experience the jump pad the hard way for the first time, I think you would at least put a checkpoint right before.

Developer

Thanks for the feedback!
For the walljump, yeah I agree that is pretty faulty and I wish i fixed that


You make a good point on the dash and jump pad though too, I'll keep stuff like this in mind in the future

Submitted(+1)

It's got a cool art, and plays kinda like Celeste which is a plus. 

Developer

Thanks for the thoughts!

Submitted(+1)

I really like the grahics and feel of this game, well done :) I have never been any good at platformers, and this was a bit hard for me, could not get past the jumbboost thing. I recorded my playthrough: 

Developer

Thanks for the feedback!

Just so you know, to get past that jump-spring thing, you gotta run and jump onto it so you go the right fast enough to avoid the deleted chunk, and then once you get above it you press left


It's like this:

solution

Submitted(+1)

nice game. My biggest issue was the need to hold right/left to walljump, pressing space when near a wall should be enough no real complains for the rest maybe some unforgiving jumps here and there.

Developer(+1)

Thank you for the feedback


I agree with you about the wall jump, I kind of regret not fixing that

Submitted(+1)

Nice, I'm bad at precision platformers. Wasn't always clear how/why I was dying since it happened so fast and that was tough without checkpoints. Good job tho

Developer

Thanks for the feedback!

I don't know what you mean by there being no checkpoints though? As there are multiple in this game

Submitted(+1)

It speaks more to my own poor skill when it comes to hard platformers more so than the game itself, but man for me, Ashenworld was HARD. The section with the moving void encroaching from the left side of the screen nearly gave me an aneurysm. Now that's hardly a critique! I'll definitely be coming back to lower my time for another run, as it stands now my time was so poor I'm embarrassed to type it out, haha!

Since you mentioned being fond of your art, I have to say I've taken a liking to the little guy quite a bit in my time playing it. It looks as if though he has a pompadour, and you know what, I dig rocking that style at the end of the world.

Thanks for making the game!

Developer(+1)

Thanks for your feedback!


Yep! The dude has a bit of a pompadour, because that hairstyle is cool and since he is singlehandedly escaping a dying world, he deserves it!

Submitted(+1)

i really enjoyed this game! the controls were too touchy for my taste though, and made trying to be precise insanely brutal. i wasn't able to finish it cuz it was taking me too long lol, but this is really good nonetheless! cool atmosphere and REALLY good level design! reminded me of super meat boy

Developer

Thank you for the feedback!

I do agree that the controls could've been better (raycasts on wall jump, coyote time, jump buffering, etc) and I probably should've added some improvements in feel

Viewing comments 30 to 11 of 30 · Next page · Last page