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Guardian of the Whisper's itch.io pageGame Title
Guardian of the Whisper
Developer Name
Team TimeZone
Short Promo Blurb
Wake up… An unfamiliar voice wakes you from a slumber. You don’t seem to remember your name, or anything at all. Your outfit seems to suggest that you used to be a researcher of some sort, but you are not very sure… What is going on in this world?
Full Description
This 2D platformer game will give you the chance to learn about climate change through the point of view of people fighting against climate change and animals affected by it. Its immersive, pixel environment will let you see the impacts of corporate greed and explore endangered species’ habitats destroyed by a variety of disasters caused by human activities. Use the gift of the forest to perform melee attacks and navigate the terrain. Make unexpected friends, and encounter powerful enemies. Find out what’s truly going on, and who you are. Most importantly, learn how you can change the story and turn climate doomerism into climate action.
Promo Image(s)
https://drive.google.com/drive/u/2/folders/17Vt2WPt5QJLmZwDuf6-4IG3TsX7yLBVz
Promo Video
https://drive.google.com/drive/folders/1V0YFfOeKerZfdErLalvM5qKyP-x3Av4E?usp=drive_link
Artistic Statement / Use of Theme(s)
The main theme we wanted to convey with our art and with our plot for the game is that nature has its own voice, and that sometimes that voice rejects attempts to change what it is. We also wanted to demonstrate how man made events can have real impact on natural forces and corrupt/disrupt their natural order.
The main theme we wanted to convey with our art and with our plot for the game is that nature has its own voice, and that sometimes that voice rejects attempts to change what it is. We also wanted to demonstrate how man made events can have real impact on natural forces and corrupt/disrupt their natural order. We emphasized the “story” part of the theme by implementing strong narrative elements into our game, and the “change” part was intended to be reflected by the plot.
The plot we created involves the main character following the guidance of a voice to fight against a giant corporate conglomerate called “Company”, who’s involved in many heavy industries that impacts the environment, and became increasingly aggressive in its practice. We intended to base each level off of a region, and build main mechanics from a climate issue the region suffers from, with the human cause of the issue integrated into enemy designs. For instance, the 1st level or the game content currently released, was based on northern coniferous forests, focused on acid rain and some elements of excessive logging. Towards the end, the main character would remember their past life as an environmental scientist who’s been investigating the effect of those activities, and realize fighting climate change wasn’t just about fighting the “big bad”. Eventually, the voice would be revealed to be not nature, but a powerful spirit that wanted humanity removed through force. Unfortunately, we were only able to implement the very beginning of the plot due to limitations of the downgraded scope.
Development Summary
In the beginning, we used a platform called Miro to organize all our ideas. Initially, we had a larger scope and wanted to get the following levels: forest, arctic, ocean, and savannah. However, we realized this scope was far more than we could cover in a month, so we only made a forest level. We also were planning on implementing a lumberjack boss, but we changed our minds since we wanted to show how corporate greed eventually affects animals and plants in the long run even after they have left. Thus, we made a tree boss instead, who has become deformed due to acid rain in the area. We also were planning on having a fox NPC in the first level but when we finalized that we would choose a Scandinavian forest as our inspiration source, we researched and found that Scandinavian wolves are endangered species, so we decided on making a Scandinavian wolf NPC instead.
We were surprised by how many changes we had to make to our original lore ideas, but we were able to come up with a cohesive message for our game that fit within the first level. We began work on planning out the exact story beats, non-playable characters, the player character, and so on. We decided to leave the identity of the player character relatively ambiguous, as we wanted the player to assume the role as an observer and participant. We wanted to focus on giving voices to the NPC characters, as they were the ones being impacted by the events of the game, as a parallel to the real wildlife and plant life that is being impacted in the real world.
When playing as the player character, we wanted players to understand the real life parallels of man made climate change that were taking place, and by playing the game, how we could bring attention to these events in real life.
We first thought of many different types of perspectives we would use to depict the game, 3d, isometric, 2.5 d, we finally decided on using a simple 2d platformer perspective as this would best fit into our scope for the project.
To coordinate making sure we were all working on the game, we utilized Github as a platform to upload all of our code to the same place, that way we didn't have to manually share all of our work with one another. Another choice we made is that we decided on the Unity game engine to run our game, as the documentation for it was the most extensive and could be relied upon for use when we were developing the game. We had many pitfalls during development, namely, lack of communication, inaccurate evaluation of our skill sets, software incompatibilities, and poorly planned development schedule. Before the development started, we had lacking communications that weren't clear enough, which led to inaccurate evaluation of our skill sets and not being able to create a detailed work schedule documenting goals and milestones. As development continued, we encountered a problem with github that made synchronizing progress harder. The problem caused us to lose some progress on the tilemap, which led to the texture issue being released in the production phase. Six people were involved in making this game.
Release Plan
For now, we are working on finishing up the game to release as planned for the Indiecade climate jam. We will see how it is received and review any and all critiques we may receive on it, which may feed into how we develop on the game in the future. We as a team will make sure to keep in contact with one another to decide on the future of the game and its development.
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Comments
Really solid platformer with a great story and pixel art/animation. The music and sound effects are charming. The checkpoints are also well placed which is great for gameplay. If you continue working on this, a boss battle against the corrupted tree at the end like in the text would be nice. I think some of the background elements could have benefitted from a few different tree assets, including some that are larger instead of just scaled up.
You have a very solid story and concept in this game. The tension of trying to figure out who we are and what is going on made me feel very invested in the story. I also liked the models and the artwork, they felt very cohesive. I'm not used to platformers, but I enjoyed the mechanics of the gameplay, and the gradual introduction of new mechanics. However, there were a few bugs where I would get stuck on corners, the character would freeze before falling down. I would have also preferred the option to use WASD keys and space, as it feels more natural to use. Also, I think some of the trees in the background were blown big.
I enjoyed playing this game, as I love platformers, and I appreciate that you integrated the tutorial into the gameplay rather than overwhelming me with controls. The storytelling is excellent, and I'd love to see you finish and polish this game!
A minor critique is an inconsistency in art style, but that's something that could be fixed after the jam if you continue working on it. Some other stretch goals could include adding a boss fight, more attacks, rewards, and trophies.
This game reminds me of Ori guardian of the forest. I'm not great with platformers, so I didn't get through much of the game. I enjoyed the opening cutscene. This game definitely has a narrative intro structure going for it, yet I've seen this tale type before, so I'm not as engaged per se besides wanting to pet the wolf. Now, for the game UI, I got confused by the gray shaded boxes as potential platforms. Would it be possible to make those boxes look similar to the dialogue boxes so that they don't blend with the world and ground as much? other than that, I think the gameplay is pretty solid with the world design.
I actually really liked this game, the story was intriguing and I had fun navigating through the level. The only real I had with the game was the combat. The attack animation is great, but its range is too short and it's really difficult to hit the enemies. Plus the enemies somehow can damage me when I'm barely even close to them. It got to the point where I'd rather avoid the enemies more than fight them. I also have to agree with Evan in that the backgrounds occasionally blended with the platforms, as there parts of the background that look like platforms and vice versa. At the end, for example, I didn't realize I could stand on the thorn like platform until I saw the wolf standing on it. Aside from that, I really liked your game and wished there was more. The music was amazing, the platforming was fun, the art style is gorgeous, and overall a really great experience. I can't wait to see where your project goes next.
Thank you for the feedback! I am taking notes on the issues you've pointed out, and yes I will fix them!
Hello! Congrats on finishing up as much as you did. Here's my thoughts on the game:
Praises:
Criticisms:
I hope this feedback helps. Good luck with your post-release development!
Thank you for your thorough analysis! Your suggestions are very constructive, and I really appreciate that! Will certainly be addressing most of them, especially combat and controller support. Also, you are correct about the checkpoint part, it's not intentional, I will fix it for sure. About the art, we have 2 artists with different styles and experiences that each made different parts, so there might be some inconsistencies, which will hopefully be better resolved in post launch. Thank you again for your constructive suggestions, we really appreciated it!
Absolutely, I'm glad my feedback was helpful!
Very vibey - art and music is great (please have consistent pixel sizes tho). Really needs more enemy to fill out empty world :(
Agreed! Our musician is really awesome.
Yes we will consider filling the map with more enemies/stuff. Thank you for playing!
I really like what you guys have here so far! It leaves some things to be desired though. I would suggest that for the combat, provide the player with some additional incentive to fight enemies. In my own playthrough, I stopped fighting enemies about halfway through because it was an easier thing for me to do. As some others have said already, additional visual/audio feedback for hitting enemies would go a long way as well. It's a shame that the story had to be cut so abruptly due to time constraints, but I really hope your team continues development on the game past this Jam because I would love to see more! I believe this game can go far with some good refinement and further development.
Thank you for playing! The combat part indeed needs more polish, we might create some system to incentivize fighting in the future.
Ok wow this is a big step up from the production demo with an actual art style and story. which is a very nice and intriguing start. The combat still is a bit wonky as the player's attacks are still pretty small and there is very little feedback when hitting an enemy. It would be nice if there was particle effects or something, because as it stands its a little hard to tell i you even hit and a bit unsatisfying. It is also easy to get lost especially in the later sections. But this is still a really nice demo and a pretty big improvement on the previous build.
Thank you for playing! Yes, the combat has very noticible issues, we will address it!
Neat short game. The combat feels off, since there is not a lot of feedback going on, but it's not really the focus. Platforming was easy enough since the controls works fine, but would get stuck on the side of the wall occasionally. Overall it's nice.
Thank you for playing!
The music is lovely and the art style and character designs are very cool! The vibes of the game are great, but it felt more like a vertical slice/demo than a full game that's ready to be released. Other than the obvious lack of a boss fight, the game mechanics are also incredibly basic - there are no powerups or rewards to invoke a sense of achievement, and despite there being a narrative set-up, there is no pay off or environmental storytelling to really drive home the theme.
I had a very difficult time with the enemies. Despite coming at them at different angles, trying to time my attacks, and then eventually just spamming the attack button, they ALWAYS landed a hit on me. The level design is good, but there were certain parts that were very frustrating/difficult to understand. This wouldn't have been so much of an issue if the checkpoints worked, but I was sent back to checkpoints that had me repeating the same parts over and over and over again and I nearly gave up out of irritation. I would suggest observing someone playing the game to figure out where they're getting stuck at so the level design can be altered to include alternate routes.
It's clear that you guys put a lot of time and effort into this and I would be very interested to play this game after it's been given some more polish!
Thank you for playing! We had to cut a lot of original plans due to time constraints, we kinda misjudged the achievable scope of the game in the planning phase, the game only reflected about a quarter of what we had planned initially, so that's probably why it felt like a demo. The combat will for sure get some polish. Appreciate your feedback.
I really appreciated the enthusiasm your team had narratively. As another comment mentioned, I think your character movement needs a slight rework. A big issue is with momentum. When I let go of the arrow key, my character comes to a complete halt, which can create a bit of a rigid and unpolished feel. I was also a bit confused about whether or not the wall-jumping mechanic was intentional. I also would recommend WASD support. I'm left-handed and had a hard time using the arrow keys. It also makes the game inaccessible to people with 60% keyboards. Overall, It's clear how much time you guys put into this project, and I really hope you continue your hard work after the Jam is over.
Thank you for playing! We will work towards the post launch goal of making the game more polished. Really appreciate your input.
Your level design could use a bit more work since I had a hard time progressing past the tutorial I kept falling in the double jump section. I think the problem is that the platforms are not properly placed and the jumping does feels rigid and there is a problem where if the character hits just the edge of the platform when jumping. The character gets stuck .
Thank you for playing! We will continue working on the game for polishing. Appreciate your comment.
Would you like to try out our game and give some feedback