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.
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Ashenworld's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #238 | 3.694 | 3.694 |
Gameplay | #357 | 2.917 | 2.917 |
Overall | #391 | 3.148 | 3.148 |
Originality | #521 | 2.833 | 2.833 |
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.
Comments
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.
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
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!
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! :)
The game has a nice atmosphere, but the part where the dark something starts to chase you is too hard. But otherwise, nice setup. :)
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.
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 .
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.
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!
I had fun playing it. It feels like a frustration simulator platformer and I like it. The art is beautiful as well. Well done!
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.
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.
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!
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
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