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Shared Soul (Demo)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #9 | 4.500 | 4.500 |
Controls / UI | #21 | 4.000 | 4.000 |
Overall Fun | #24 | 4.000 | 4.000 |
Art / Graphics | #25 | 4.250 | 4.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre #1
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating #2
Family Friendly
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Comments
Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
For being your first game/prototype, I love how well it played. It plays smoother than the game I've been very slowly working on. I also like the concept. However, there are some parts where things do need to be changed more.
1. Switching between the witch and the cat shouldn't consume energy. Considering you sometimes NEED to switch back and forth to proceed, making it that you can only do so if you have the energy is just not a good choice. Just imagine if you get to a puzzle where you're required to swap back and forth but you have no energy AND there's no way to return to a point where you can restore it without dying. This is just silly.
2. The witch is supposed to be able to float. In your instructions, you just need to hold the jump button. The main problem here is that you have to let go of the jump button and press it again if you first jumped. What I'd recommend instead is that if you press the button to jump and then hold it, it automatically shifts into the float once you reach the max height jumping can give.
3. Don't let the cat switch back to the witch in areas where the witch can't be. You just get stuck (this is even worse if you don't have the energy to switch back to cat, thus why tying that to energy is a bad idea).
4. Make it that the witch's unpowered blasts can still defeat enemies, it just takes more 2-3 more hits. That way, energy becomes a valuable but not required resource.
5. While it makes sense for the cat to be able to grab walls, given it's supposed to be able to wall jump, this ability doesn't make sense with the witch. Don't let her grab walls.
6. For the first few times where the player is required to drop below a floor, give a visual indicator to the player that they're supposed to do this. That way, when players see it they'll be able to figure out they're supposed to be able to go down and just need to figure it out. Speaking of, it's common in games to make it that you need to hold down and then press jump to drop through floors. I would recommend doing the same (or at least making it that jumping/floating doesn't work when you're pressing down so someone doesn't accidentally waste their float when dropping through a floor).
7. Jumping on enemies to kill them is a thing, but it doesn't feel like the game tries to ensure the player knows this. Absolutely should ensure people know this.
I'm honestly excited to see what else you do with this.
This was fun! Some of the jumps were a bit unforgiving (the level 1 key in the spike tunnel being tricky for me), and there were a lot of quick button taps when doing the swaps, but that's not necessarily bad. I was hoping for some quality-of-life stuff when I first played, like holding jump as the witch auto-hovering at max height and not having to release and press again, but I got used to it.
I had more fun with the parts where you had to use some of your unique mechanics, the swap idea and different characters is very fun. Resource management can be tricky to get right but I think the checkpoints were well spaced, but it made me scared to use the witch's attack. Would have been cool to have some switches that could be hit by the projectile for instance, which could then have led into more timing puzzles?
Enjoyed the music and art too!
Had a lot of fun with it. Well done!