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A Silent Bell's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun Factor | #26 | 3.043 | 3.600 |
Originality | #29 | 3.381 | 4.000 |
Overall | #34 | 2.874 | 3.400 |
Audio | #36 | 2.366 | 2.800 |
Visuals | #43 | 2.366 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
video game
Was your game made solo or in a team?
in a team
Did you use any third party assets, if yes what assets did you use?
no
Did you choose from one (or more) of the optional secondary themes?
no, the game is about disempowerment and the end of all things
Does your game contain 18+ content (Nudity, Gore, Language)?
no
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Comments
Pretty cool game with a very fleshed out backstory and lore. I liked the idea of giving away my powers to progress and it fit in with the concept of becoming nothing and giving away everything in order to traverse the depths of the nothingness/void. I was worried at one point that I got stuck and wasn't able to make it any further but I didn't immediately realize I could use the claw to get rid of the large blocks.
Anyway, cool story, liked ringing that bell! I think I beat it because I turned into star stuff at the end, but then I was able to walk around and fell into an endless gray abyss? Honestly not sure if that was a bug or meant to happen.
Edit: Your game was one of the ones I played the other night while recording. Check it out if you want to see my gameplay and get some additional feedback/entertainment. It starts at 1:00:17
This was a really cool game and I really liked the idea of losing your abilities as you progress through the game. I enjoyed the writing and the visuals too.
I did the entire game as well and man it was so much fun to get to the ending! The bell's kept me going like some crazy dopamine rush.
The sound effects were on point and the fact you lost abilities as you progressed showing your sacrifice was excellent story telling.
I played the game till the very end! It was interesting to talk to Ostardis but Boris the Thief dialogue was harder to read. I like the idea of levels that require less and less power to finish.
I also wonder why the game is 300 MB of disk space, it feels that it should be less. By the way, you can compress the game to zip so it weighs less, for Linux it goes down from 328 MB to 129 MB just by compressing.
I think it might have to do with developer/debug mode being enabled during building. I don't know how godot works, but in Unreal and Unity the file size of your build is increased if you have developer/debug mode turned on. I think it adds additional binaries/packages to the build that release builds don't include, thus inflating the file size. My main suspicion for this being the reason is that I noticed the title bar of the application said [DEBUG] after the name.