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A jam submission

The Quest: Trapped in a LieView game page

Fun Melee Action Platformer Jam Game! Hidden terrain mechanic. (Updated: Play in browser.)
Submitted by NeatGames (@neat_games) — 3 hours, 34 minutes before the deadline
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The Quest: Trapped in a Lie's itch.io page

Results

CriteriaRankScore*Raw Score
Game Design#623.6323.632
Overall#713.4893.489
Fun#973.4533.453
Audio#1103.4623.462
Graphics#1153.7863.786
Theme#1453.4793.479
Innovation#1823.1203.120

Ranked from 117 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 73 to 54 of 93 · Next page · Previous page · First page · Last page
Submitted(+1)

WOW!!This is one of the best games I've played in this jam..Everything fits out together perfectly..The soundtrack is relaxing and so are the visuals..However, enemies felt a little hard to beat..Took me about 10 tries to get through the first boss..But, that feeling of accomplishment was amazing..

Please make this into a full game :)

Cheers!

Developer(+1)

Thanks for playing!  I wanted to go for a chill adventure, glad you liked the music (some people don't haha).  In the newest build I added immunity frames to the bosses, and trying to learn knock back for the regular enemies.  My goal is to make a full game after this Halloween jam that uses similar controls/vibe~

Submitted

You could use Rigidbody2D.AddForce () on the enemy when they get hit.

Submitted(+1)

pretty neat :)

Developer

Thanks :)

Submitted(+1)

The game is very nice but a little too long for a gamejam game in my opinion. I got stuck waaaay too soon Dx

But you did a great job and I still had fun

Developer

Thanks for playing!  I will add some better visual hints and guides in the environments before my next Halloween jam.

Submitted(+1)

I loved the "hwah" sound on the sword swing, overall I loved the environment and setting of music, the colors are coming nicely together, I'd give it an A+

Developer

Thanks! It was fun to do :) I just recorded on my smartphone.

Submitted (2 edits) (+1)

This is surely a solid entry for this game jam! I'm not going too spend too much time talking about the art or the audio, you already know those are awesome.

The problems I had with the game revolved around the difficulty, it was too hard, and not in a good way (at least not for me). First, the shield layer would pulse to reveal platforms, that made me wait frequently or not know what I was jumping at sometimes, which made me take damage based on luck. Second, the character attack direction was fixed by it's movement, and not its mouse orientation (why use the mouse button if it doesn't direct the attack?).

But those are just minor problems, the gameplay was really enjoyable, I loved the RPG style where you collect new items to go through known places, it also fit the theme well!

Developer(+1)

Thanks for the feedback!  The next build of the game has a 2 second immunity frame when fighting the bosses (so hopefully they can't 1hit the player).   I'm also trying to figure out a knock back on regular enemies now~

Submitted(+1)

i love the art work!!

Developer

Thanks for playing~!

Submitted(+1)

Really loved this one ! Nice atmosphere and graphics. The first boss took me a while to kill but after watching the video I really wanted to throw that axe ! ;)

Developer

Thanks for trying!  The newest build right now has 2sec immunity frames when fighting the bosses, so hopefully they are easier now.  Trying to learn knock back now.

(+1)

Good game! One of the best I played.

Developer

Thanks a bunch for playing!

Submitted(+1)

This is actually a pretty good game man! the atmosphere is great, the upgrade system is solid, and the level design is impressive. is it just me, or did people beat the game without the music. when I found this out, it made a huge difference.

But I have noticed a few things about the player that just doesn't feel right.

  1. When the player touches the ground, it kind of feels like he can fall through it if he falls fast enough. I'd suggest changing his Rigidbody2D collision detection from "Discrete", to "Continuous".
  2. When I was playing the game, if the player gets hit, sometimes, the player loses 2, or 3 hearts in a few frames. If this was intended, I'm down with it. If not, fixing this one is kinda difficult explaining this in the comments section. But it requires 3 variables. "private float InvincibleTimer;" will be stored as the time left before you can get hit again. "public float InvincibleTime;" is how long your invincibility will last. And "private bool IsInvincible;" will determine whether you can get hit or not. now in the code where the player takes damage, put all of that code in an "if (!IsInvincible)" function. now inside the function, add this line of code in there "InvincibleTimer = InvincibleTime." and in "Void Update", Add these 2 functions in there. "If(InvincibleTimer > 0) {IsInvincible = true; InvincibleTimer -= Time.deltaTime;} else if (InvincibleTimer <= 0) {IsInvincible = false;}"
  3. The final one is the spikes. once you stand still in the spikes, you won't get hit. This can be fixed in the Rigidbody2D. try changing the sleeping mode from "Start Awake" to "Never Sleep". Warning: This is where bug "No. 2" is needed.
Developer(+1)

Thanks for the awesome suggestions.  In the current build I changed the collision detection, also I added 2 sec immunity frames with the boss fights, maybe I did it in a weird way.  I made the player collider turn off for 2 sec when the boss hits once.  Thanks for the feedback~

Submitted(+1)

I really enjoyed this entry! The masking effect was a nice touch. I had a little trouble with taking multiple damage hits from enemies (especially the big bosses) - maybe a brief period of invulnerability between taking damage? And I wasn't able to enter the room with the big skull with the two little skulls flanking him - I saw the boss and backtracked, but then could not get past the constant projectiles to get back into the room. Perhaps they could de-aggro if you wander far enough, or prevent the projectiles from going through the wall? I didn't quite finish it, but enjoyed what I played and will probably go back and try again after the jam rating period is over (trying to rate as many as I can in the meantime.) Beautiful art (and nice subtle effects, like the snow falling off the plants as you jostled past them) and a very cool entry. No pun intended!

Developer(+1)

Thanks for playing!  In the current build I added a 2sec immunity time when fighting bosses.  (though i think I need to find a better method, seems buggy).  Thanks for all the awesome feedback!

Submitted(+1)

Good game! I liked the small metroidvania feel and the knight's feather reminded me of Madeline's hair from Celeste. The graphics looked pretty good and the sound was nice. I think making the shield's vision range more consistent but still pulsing might have been a good idea, and maybe making the melee attack's range more obvious. Good work overall.

Developer

Thanks for checking out my game!  I think I will make the shield vision radius stay bigger/shrink less in the next build.  Thanks for the feedback.

Submitted(+1)

Rated. My english is very bab. Great game and very good job.

Developer

Thanks for playing!  English is difficult~ 

(+1)

That was definitely one of the better experiences. The game was visually very appealing. Especially the moving bushes when you pass by gave an immersive feeling.

The combination of WASD and mouse attack made it a little bit hard to fight and the normal mobs were a bigger challenge than the skull. 

Developer

Thanks for playing~ I'm so used to WASD with space jump and mouse attacking from playing world of warcraft back in the day haha.  I hope I can learn how to allow keymapping someday.

Submitted(+1)

The music was alright, with quite some variety of instruments. However, you're using multiple artstyle at once, that don't go well together. For example the characters, ground, background and effects all look very different from eachother.

I thought that the two exe's were also part of lie in the game, but I guess that wasn't the case. I wasn't able to defeat the large skull on the left part of the first level. However, I did watch the walkthrough video to see the rest of the game. It isn't great that your game actually starts after a difficult bit, since this can prevent people from playing the part that the game is all about.

So far I've rated more than 10% of the games submitted and a lot of the games (30%) use the hidden platforms and obstacles lie. Obviously you didn't know that it would be this common whilest making the game, but that does mean that the game will be compared to a lot of similar games. I've seen three types of games: trial and error, reveal with the mouse and reveal around the player.

I would say that reveal around the player is the best way to implement this mechanic. So, well done in that regard. However, to me your game doesn't differentiate itself enough from similar types of games. Perhaps you can make the start of the game easier, so that more people can get to the part were you introduce the reveal mechanic.

Developer

Thanks for the feed back~ In the current game build I added 2 second immunity from for the boss fight.  Now I'm trying to figure out how to give knock back to regular enemies.  I plan on make the reveal stay a bigger size too, many people suggested that.  Thanks again for playing!

Submitted(+1)

Super Great Game! You payed so much attention to detail and made it like you were really having an impact on the world around you. It is very surprising that you were able to create this in one week.

Developer

Thanks!  I made 2 scrolling background and 4 different tile sets, it's cool how much you can do with that :D I love making thing react to the player, thanks for playing~

Submitted(+1)

Both graphics and audio are excellent.

The game is very rich of elements and does not appear to be glitched. That is great.

The sword has a very short range and combined with the health of the first boss makes the first part very long, this may discourage some players. The rest of the game was fun.

At first it can be hard to understand that some blocks can be pushed, maybe you can add something to make it more clear.

It is one of the best game I have found so far among the jam entries.

Developer

Thanks for playing!  The current build I added immunity frames when fighting the boss~ I will add some arrow symbols to the pushing blocks to make it more clear~ Thanks for the comment!

Submitted(+1)

Cool game, I like puzzle elements in it. Very nice graphics!

Developer

Thanks for playing~

Submitted(+1)

Really nice graphics and music. It was a little challenging because I couldn't attack enemies without taking hits myself so died a couple of times in the beginning. Enjoyed playing it and thought it was a good game overall!

Developer

Thanks for playing! I used a poke and move away attack style when making it.  I should have suggested it in the beginning.  Now i am trying to add a knockback.

Submitted(+1)

Nice

Submitted (1 edit) (+1)

Hi men, cool game, I like the combo of little puzzels, fighting enemies and fighting endbosses. How did you make the disappearing ground and walls? is this done with a mask and matching collider objects that match the position and size? Anyway, really clever.

Developer

Thanks! Yes i used spritemasks~ layered images.  One visible inside the mask one visible outside.

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