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A jam submission

SpooQuestView game page

3d Platformer with Kirby-like elements.
Submitted by Baron Games — 9 hours, 12 minutes before the deadline

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SpooQuest's itch.io page

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Comments

(+2)

loved it :) 

Would love to see what you could do given more time :) 

Submitted(+2)

Music start is porno level, maybe change some instrument would improve, i liked more the following part.
Artwork is Great i have a soft spot for this style.
Gameplay wise i really like the 3D platformer approach but the isometric camera seems to be not a good idea, there is always something stuck on the sight, you probably had to get mostly a fixed camera and working on limitation or camera from behind like standard 3rd person.
The movement are specially made for analogs because i notice the delay on rotation, if you had to make it for pc you must give instant rotation time or it will feel imprecise, that's said aiming with the spell is really bad it would benefit more a dual stick aiming or you holding the "launch button" for stopping, aim and than shoot.
The mechanics are not really intuitive because when i saw i was shooting spell i though about that was just a bullet rather than a grab, after i figure it out i finally understand what "absorb" button does, i really like this kind of game and i hope there would be a follow up with more polished gameplay design choices.

(+2)

Oh wow, a Square game where you play as a witch? Who could've seen that coming?

Jokes aside it's an interesting idea that needs some refinement. 

  • Control bindings should've been explained in-game, not on the game page. JKL is a rare binding, more people will associate Spacebar or Z with jumping. Also, even though your main screen says '[J] to start', J doesn't work and only left mouse button does.
  • Camera obstructed gameplay a lot. Some terrain went translucent when I was behind it, some didn't. Some went translucent when I was above it, which was really weird. The camera's movements felt locked to the player, which made movement feel rigid.
  • You should use a projector to add a blob shadow beneath the player and any enemies. This is what Mario 64 uses to increase player's depth reasoning, since it lets players know where everything is on the xz-plane.
  • Absorbing pumpkins in the first level made me poop skulls, but doing it during the boss did nothing.
  • Mummy's bandage has wonky aiming. I had the bandage go 90 degrees away from my forward direction first. Adding some lock-on would be nice, aim assist is also a possibility but it wouldn't work well with grappling to terrain.
  • Door colliders were sometimes still active when the door was opened. I could just jump over them, but it felt weird to suddenly bump into them.
  • Combat overall wasn't very satisfying. It suffers from the same problem as Knight & Witch where combat is slow but mindless. Either speed it up or add more puzzle elements to the fights.
  • Music is good, good job Mobius (btw your name is mispelled on the credits).
  • Art is also good. My nitpicks here are that there's a texture issue with the candle and the terrain is kinda bland compared to the models.

I know it's a lot of criticism but I thought it was a pretty entertaining game. Would love to see you flesh it out more.

(+1)

Happy Birthday Satan! Great game, 10/10