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A jam submission

Vines!View game page

An Immersive Procedural Swinging Experience
Submitted by Josh Welliver — 10 minutes, 33 seconds before the deadline
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Vines!'s itch.io page

Results

CriteriaRankScore*Raw Score
Audio#963.4523.452
Innovation#2093.0323.032
Overall#2133.1083.108
Graphics#2333.2903.290
Fun#2373.0653.065
Game Design#2433.1293.129
Theme#3222.6772.677

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The game's character is at the end of a long journey to retrieve an item which is essential to the character's new life.

Did you write all the code and made all the assets from scratch?
All Code and Art are made from scratch.

Copyright-free sounds and music were used.

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Comments

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

How many hours did you need to code this game?

Developer

Well it took about 20 hours during our evenings, Wednesday to Saturday to put the whole thing together. I did all the coding and it was my first time back in Unity in a few years, so that didn't help. I'd say the main mechanics before tweaking and messing with art was around 5 hours.

Why do you ask?

Also, We put a few more hours into a patch that we're releasing tomorrow which really enhances the swinging gameplay (fully rotational player, rigidbody legs, some critical fixes that should actually make it playable on most machines).. if you enjoyed it (or didn't!) I hope you'll give that version a shot as it should've been that way initially.

Thanks for playing!

(+1)

The gameplay gets pretty stale pretty quickly, but the vine swinging itself is pretty fun and it works well. So, you could definitely implement this into a bigger game. The art is great and the sound design is phenomenal. The sound of the vines pulling and stretching is perfect, I love the little "Woah's" and "Oh's." And the ambient birds and.......other nature sounds (monkey's, crickets IDK lol) really set the scene. Good job. :)

Submitted(+1)

Very cute!. Would have loved a way to slide down the vines, but I loved the little flail when you miss the vines! Great job!

The aesthetic of the water is really good lol, as well as the other art asset of course. The gameplay is simple yet challenging and also have quite some replayability. It is a really good game. Keep up the good work.

Submitted(+1)

Art is really good. That water effect is amazing, it even has reflections. How did you do that?

Look forward to playing it when you fix the swinging. Could do with speeding up the text scrolling at the beginning.

The music and sound effects are a good fit

Developer

thank you for the feedback!

Speeding up the text was on the list that we didn't get around to. Lol

Our new update is way more fun. I'll link you a copy when we send it out.

Water is a second camera outputting to a render texture and then processed in a Shader. 

I had no idea how to do it.. until I followed this tutorial:

Looking forward to checking out your game when I get home tonight. Thanks!

Submitted(+1)

Fun game about swinging with really nice art. Like others have mentioned the ropes don't swing too far, it could be that you didn't time the speed of the game to anything so it runs different on different machines. Try adding Time.deltaTime to whatever is controlling the speed of the swing and it might be more uniform across platforms. Also in the future please don't use Shift when it's a multi click operation, after few clicks it start up sticky keys on windows and make the game unplayable. Keep up the great work!

Developer

hey! Yes.. it's my first time back in Unity in around 5 years.

I realized the issue was tying the physics to the Update method rather than fixed update. We already have a much nicer feeling update ready to release once review period is over. Full character rotation, inheriting swing velocity.. the way it should've been from the beginning. Kicking myself for not catching the Update issue but we sure had fun making it while... Getting back into the swing of things... :D

As for shift, I considered not using it for that reason on Windows, but couldn't think of a better key and hoped it would encourage people to disable sticky keys as it should be by default!! :) 

Appreciate the feedback and glad you liked the art, it was entirely hand drawn and I think it came out really well.

Submitted(+1)

Thanks for submitting the game to the stream :)

If you wanted to check the vod again in the future heres the link to it (games are separated into chapters & yours is the 3rd chapter)

Developer

Thanks!

Btw, the issue with the slow player movement was my fault! Found and fixed the issue and we made the player movement a lot more interesting and fun so I'd love if you'd try it again after the review period and we can update. I'll try to remember to send you a link.

(+1)

Simple and fun gameoplay! I love the artstyle. Good work!

Submitted(+1)

Fell in love with the art and the attention to detail, the lighting changes with blocked by the player; the music also set the game with a mysterious but not scary tone which is very spot-on. very fun and strategic game play.  A piece of advice would be that the range of the player for grabbing the vines can be a little larger so it may be easier for most people. I died a lot of times at the beginning trying to grab the vine haha. Also realized that the vine placement is randomized which is a great little detail. Overall one of my favorite

Submitted(+1)

How do we start... OK. Vines is a game in which Indiana Jones goes to the jungle and once again finds the treasure and save his life. 

First thing I saw, or heard, is great ambience sounds. The sounds of the jungle really help immerse into that land and build the mood. To be honest I feel that how vines works is tricky. The traveller can jump mid-air after he let go of the vine. After I found that the game became very easy but after I picked up the talisman I don't know why but I couldn't grab vines I could before (I think it's just a skill issue). 

The game is very slow like it is played in half speed or even slower. I would change how fast the MC falls and moves and how fast arrows fly. Another problem are arrows. Maybe that's my luck but vines blocked every arrow and I could slowly without a haste escape. Maybe some penetration would make the encounter a little bit more engaging?

Good job anyways. For only 4 days of work you did great!

Developer

thanks for the feedback! 

Regarding the slowness.. getting alot of reports about that.. think it's the excess lighting. :/ 

Runs well on our dev rig but I tested (after submitting) on a slower machine and got the same effect. 

The arrows were very last minute and I did give them a 10% chance of passing through the vines but didn't have time to test. 

Not sure about why you had trouble grabbing after collecting the amulet. I'll look into it. 

Thanks for playing!

Submitted

the game was good. the movements felt too slow and I couldnt get enough momentum to reach the next vine. maybe later after the jam you can soften out the edges and make it feel better. the games are still good. just needs a little more work

Developer

hi I think that's just poor performance on your machine. It's normally quite easy to move around and even do 360s on the vines. Sorry you had a bad experience. Will be posting a video so I hope you'll take a look and maybe adjust your rating based on that.

Submitted

I'm putting off rating this one because I think I must be missing something - the idea is you grab the bottom of a vine, ADADAD until you're swinging as far as you can in the direction you want to go, release SHIFT, then hit SHIFT again to grab the next one, right?

For some reason there's just no amount of ADADAD I can do to get above an absolute crawl; could absolutely be a skill issue but I can't play enough of the game to rate it.  Any tips?

(So far I can say that the vines being randomized is fire)

Developer

Bummer! It's likely poor performance :/  I built it on a pretty hefty rig and it seems the lighting/shadows is causing the character to move really slowly. on other machines. He's actually quite agile. Really regret not adding an option to disable the performance hitters. Really sorry about that, but thank you for playing. I'll be posting a video to show normal gameplay.

Thanks for the compliment on the procedural vines! Considering packaging and uploading to unity asset store for others to use in platformers.

Submitted(+1)

Yes, you're right, I didn't have time for a lot of things, Perhaps adding "Hp" to the Bucket, and the Obstacle would make the gameplay more interesting

Submitted(+1)

Ooh!  Okay that was fun, and the way back turned it up a notch.  I saw the warning on screen and was like "oh there's probably something coming that counts as a kill zone, like a scrolling "death wall".  Was pretty calm about it.

Then I saw the arrows and went 

Nicely done!  Also good use of the soundtrack and ambience!

Developer(+1)

hahaha our favorite review so far. Thanks so much.. the arrows were very last minute but glad we got them in!

Thanks for playing!!

Submitted(+1)

Maybe it's my device that can't handle it, as unfortunately I wasn't able to swing or build enough momentum to make swings with the vines. Still, I was able to advance by jumping on vines carefully.

The performance on my end wasn't intended, and I still enjoyed jumping from one vine to another!

Developer

Yeah, I've been hearing that and I tried it on one of my slower devices and got the same result.. such a bummer.. wish I added an option to disable the lighting/shadows.. but I was pretty hesitant to remove them because I liked the way the whole thing looked with them  lol.. but has been a good lesson. Thanks for playing despite the performance issues!

Submitted

Cool swing plz rate my game thx

Submitted(+1)

So yeah swing from vine to vine is solid only a bit slow at times and sometimes i can jump mid air to grab to another vine in i almost fall down.
other then that its was a nice working game!!

Developer

Hey Do you mind posting your PC specs? 

I have a feeling the lighting might be causing it to be slow on some PCs and just want to confirm. 

The jumping is intended.. we were using a double jump but got rid of it. The jumps reset every time you grab onto a vine.

Submitted (1 edit) (+1)

Great game!!! really hard and not to interesting when you die a lot but over all, I found no bugs, the music was great, it was on this the theme in story telling over all great! loved that the hat floated in the water all 93 times I died LOL also great that the level changed everytime!

Developer

lol ahh a death counter would've been a good idea! McKenna (who did the art) really struggled.. I think I underestimated the difficulty since I was used to it after working on it for a few days.. Also, I ended up doubling the length of the level right before submitting without testing! :/

As for the death, having a water splash was on the list since day one and never got around to it.. Need to get more experience with particle system. I also totally meant to add a bit of extra flair by providing a random description of what happened after you went under the water... and I forgot until just now!! Dang it! :D

Thanks for playing!

Submitted(+1)

I really enjoyed swinging. Like more than I thought I would. Good work.

Submitted(+1)

Interesting game, with good graphic and good music I feel like. It feel a little weird because of the control to play and I would really like the vines to swing a little bit more easily but overall great job

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