It's very eye-catching! Visual craftsmanship is of the highest quality, and the art style is definitely appealing with its clearly visible shapes, mild colors, nice textures, and the illusion of space. Very basic platforming, but executed well both on the controls and level design sides. I had some troubles with dashing, since the instruction says 'Right click', and using both mouse and keyboard for platforming was virtually impossible for me. Wish you luck in developing this concept further!
Cool game! A small adventure puzzle in a beautiful aesthetic color scheme. The parallax effect adds credibility. The difficulty is neither small nor too great. Just right to escape from the hustle and bustle of everyday life.
I'm a big fan of the asset pack and I think you used it really well here!The idea is very interesting. The platforming was good but a little rough around the edges, there're also a few collision bug too. A bit of polishing can make this even better!
So… The game looks really good. Except for the fact that all the graphics are from this asset pack. I’m not going to say it is bad, it just biases people to like this game more purely for its visuals.
Other than that, the game has got some solid platforming. A little bit more polishing, more levels, and it will be a great game.
Yes, I'm using 3 different packs that I got on here. Finishing the level will prompt some text explaining that the art is originated from other developers.
God this game look amazing! And the gameplay feels really smooth too. Unforunately there is the clipping issue and no real way to reset after you have fallen out of the map. I could not figure out what to do after you get the dash, I tried going back, but I would always clip through the wall when trying to grab the first vine on the wall back up. Either way, doing what you did during a jam is super impressive, and as it says on your gamepage that this is a proof of concept and I think you nailed it! Super cool!
Thank you so much for the kind feedback! I'm a little ashamed of how buggy it turned out.. BUT I do think that without a 72 crunch I could turn it into something special! The art is mostly based off of a few asset packs I found on here. Unfortunately they required a good bit of rework to function in Unity's tilemap system and that ate a bunch of my time in the beginning of the jam.
Thank you. The are is mostly from these asset packs. Although much of the packs were very conducive with Unity's tilemap system and I ended up spending a bunch of time one just making them work well in Unity.
Absolutely gorgeous art! Did you make this all for this jam? Or is this from a pack? I'm getting some Hyper Light Drifter + MANDAGON vibes from it, and I'm all for it. Very cute sprites too.
Game is a little janky in it's current state, but I'm sure you knew that. There's honestly a laundry list of bugs that I ran into during my playthrough. The most annoying was how common it was for the character to clip through a wall and fall to the bottom of the map.
In a complete state, this could legit be a game I would buy on Steam. Add in a dope story/lore. Use the brother character to implement multiplayer. Use the attack mechanic to actually fight monsters. Create more varied and complicated puzzles. I can so easily see a version of this game that would be very, very fun to play.
These are awesome asset backs, but be warned they are not setup for tilemap implementation. They needed a good bit of rework before they were usable in engine.
Yeah there's a bunch of problems and after submitting I quickly found that it runs even worse on other machines for some reason. So, thank you for playing and I'm sorry lol. I plan to rework this a lot over then next week and see if I can get the smooth and intuitive player control feeling that I was originally after.
Thank you! I don't have a full story fleshed out just yet, but a key design goal was to have different languages in the game that you had to find each letter to learn/decipher them. There is supposed to be writing everywhere that will update when you learn a new letter. This is where much of the lore will be in the game. So basically hieroglyphs everywhere that as you progress farther in the game you would learn the (hopefully) deep lore behind the world.
I hadn't considered the brother in a multiplayer way, I really like that though! thank you!
I'm really glad you can see shine under all the mess! Again, thank you for all the feedback and kind words!
Comments
Thank you for the game!
It's very eye-catching! Visual craftsmanship is of the highest quality, and the art style is definitely appealing with its clearly visible shapes, mild colors, nice textures, and the illusion of space. Very basic platforming, but executed well both on the controls and level design sides. I had some troubles with dashing, since the instruction says 'Right click', and using both mouse and keyboard for platforming was virtually impossible for me. Wish you luck in developing this concept further!
Cool game! A small adventure puzzle in a beautiful aesthetic color scheme. The parallax effect adds credibility. The difficulty is neither small nor too great. Just right to escape from the hustle and bustle of everyday life.
I'm a big fan of the asset pack and I think you used it really well here!The idea is very interesting. The platforming was good but a little rough around the edges, there're also a few collision bug too. A bit of polishing can make this even better!
Overall a neat little game! Awesome job!
The game looks good it has good platforming but I can't get any further then the first statue CUZ I'm still falling through the ground :(
So… The game looks really good. Except for the fact that all the graphics are from this asset pack. I’m not going to say it is bad, it just biases people to like this game more purely for its visuals.
Other than that, the game has got some solid platforming. A little bit more polishing, more levels, and it will be a great game.
Yes, I'm using 3 different packs that I got on here. Finishing the level will prompt some text explaining that the art is originated from other developers.
ANIMATION PACK: Used for the main character.
ASSET PACK Temple Ruins:Used for the brother and environment.
Pixel Fantasy Strange World: Used for the background.
Thank you! plan on reworking the character controller so that it actually feels like I want it too.
And again, thank you for playing it!
God this game look amazing! And the gameplay feels really smooth too. Unforunately there is the clipping issue and no real way to reset after you have fallen out of the map. I could not figure out what to do after you get the dash, I tried going back, but I would always clip through the wall when trying to grab the first vine on the wall back up. Either way, doing what you did during a jam is super impressive, and as it says on your gamepage that this is a proof of concept and I think you nailed it! Super cool!
Thank you so much for the kind feedback! I'm a little ashamed of how buggy it turned out.. BUT I do think that without a 72 crunch I could turn it into something special! The art is mostly based off of a few asset packs I found on here. Unfortunately they required a good bit of rework to function in Unity's tilemap system and that ate a bunch of my time in the beginning of the jam.
Breathtaking art, quite buggy however.
Thank you. The are is mostly from these asset packs. Although much of the packs were very conducive with Unity's tilemap system and I ended up spending a bunch of time one just making them work well in Unity.
ANIMATION PACK: Used for the main character.
ASSET PACK Temple Ruins:Used for the brother and environment.
Pixel Fantasy Strange World: Used for the background.
Exactly what vyfy said. xD
Feels like the beginning of Celeste and I love it.
Thank you! Celeste was the main mechanical inspiration for the game. I'm glad it's at least kind of shining through.
Absolutely gorgeous art! Did you make this all for this jam? Or is this from a pack? I'm getting some Hyper Light Drifter + MANDAGON vibes from it, and I'm all for it. Very cute sprites too.
Game is a little janky in it's current state, but I'm sure you knew that. There's honestly a laundry list of bugs that I ran into during my playthrough. The most annoying was how common it was for the character to clip through a wall and fall to the bottom of the map.
In a complete state, this could legit be a game I would buy on Steam. Add in a dope story/lore. Use the brother character to implement multiplayer. Use the attack mechanic to actually fight monsters. Create more varied and complicated puzzles. I can so easily see a version of this game that would be very, very fun to play.
Thank you so much for the compliments and feedback!
Yes, all the art originated form these three asset packs:
ANIMATION PACK: Used for the main character.
[ASSET PACK] TEMPLE RUINS: Used for the brother and environment.
Pixel Fantasy Strange World: Used for the background.
These are awesome asset backs, but be warned they are not setup for tilemap implementation. They needed a good bit of rework before they were usable in engine.
Yeah there's a bunch of problems and after submitting I quickly found that it runs even worse on other machines for some reason. So, thank you for playing and I'm sorry lol. I plan to rework this a lot over then next week and see if I can get the smooth and intuitive player control feeling that I was originally after.
Thank you! I don't have a full story fleshed out just yet, but a key design goal was to have different languages in the game that you had to find each letter to learn/decipher them. There is supposed to be writing everywhere that will update when you learn a new letter. This is where much of the lore will be in the game. So basically hieroglyphs everywhere that as you progress farther in the game you would learn the (hopefully) deep lore behind the world.
I hadn't considered the brother in a multiplayer way, I really like that though! thank you!
I'm really glad you can see shine under all the mess! Again, thank you for all the feedback and kind words!