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A jam entry

Phantom InsideView game page »

Submitted by vstrucovski with 1 hour, 20 minutes before the deadline

Play game

Phantom Inside's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#53.6673.667
Use of Bolt#63.6673.667
Overall#83.6673.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Nice clean art style, Cute character concepts, interesting camera angle, high level of polish. My only issue is that the concept of summoning a monster did not come across clearly in the final result. I did not need him to make it to the end and at the end the game told me I lost. I must be missing something. I also felt the box in the beginning defeated the purpose of having a summon. I'd like to see this iterated upon to make clear use of the game mechanic.

  • The isometric voxel look in this really well executed. I haven't quite figured out what to use the summoning mechanic for, but it seems like an interesting idea. The end of the level kills me? Nice graphs for handling player logic and switch triggers.

  • Beautiful art style! Love how you took the theme of platforming and bended the genre by making it isometric.

    Unfortunately I didn't manage to solve the main puzzle (I seem to always die when I reach the end) and I couldn't figure out how to use my god-partner ability. I think the concept of a "passive-agressive" sidekick has potential, but I unfortunately couldn't see it come into play in this specific level.

    Bonus points for the use of tweening to make everything smooth and slick, especially the UI.

    Congrats!

Flow graph / gameplay gifs
http://1

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Comments

Submitted(+1)

I like the voxels and the simplicity it brings. Looks slick and great colors have been chosen. Would be great to have music to increase the atmosphere more and some sound effects really catch the player´s attention. Good job!

Developer

thx for feedback!

maybe I spent too much time on design, instead of working on core mechanic and add more puzzles