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A jam submission

Mind LeapView game page

Submitted by Calistio — 10 minutes, 49 seconds before the deadline
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Mind Leap's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#3113.1303.833
Aesthetics#3713.2664.000
Music#4152.5863.167
Sound#4152.4493.000
Story#4332.1772.667
Mechanics#4812.5863.167
Fun#4992.5863.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game total?
1

Did you use any existing assets? If so, list them below.
Yes, Credits in project & github

Link to your source?
https://github.com/Rheditia/Mind-Leap

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Comments

Submitted (1 edit)

Not sure if I'm doing something wrong or not but if I try to possess the rightmost enemy, I don't gain control and the spirit stops spawning, and if I possess the leftmost enemy, I can kill the other enemy and the one I have control over, but I can't see how to remove the green barrier?

Ok figured it out - Fun game with a good mechanic! Hope you continue to build it up :)

Developer

Thank you for the comment. I can't seem to recreate the bug that happens to you. I assume this is the very first level since you can't pass the barrier, can you tell me more about what you do? as for the green barrier you have to kill all enemies(including the one you possessed) and move to the next part as the spirit.

Submitted

Sure, so I possess the left enemy, chop the one on the right who runs over, then I jump in the pit but instead of spawning the spirit like you suggest would happen, it just resets the scene immediately. If I possess the enemy on the right, I simply lose controls and have to alt-F4. If I possess the left enemy and then kill the right enemy and then un-possess, the scene resets once the spirit hits the floor or a wall. Very strange if I'm the only one with this problem haha

Submitted(+1)

Ah I think I just figured it out - I had a controller connected while playing on keyboard - disconnecting the controller stopped me from losing control when possessing the enemy on the right (for some reason)

I was also just jumping into the pit, but you're supposed to un-possess while in mid-air, huh?

Seems to work now, so I'll play and rate finally haha

Submitted

Hey nice mechanics, and great idea. Like it!

Developer

Thank you!

Submitted

Fun

I didn't enjoy it. The timer on the ghost was too short, so I couldn't get a hang of the ghost controls before dying. On restart, I flew into a body, and had to use new controls. Then after I kill the other guard, I am confused what to do next. Where do I go?

Aesthetics

There are a lot of art assets used here that look good, but they clash with each other. The ghost for one, is hard to see on that background. It is also small and doesn't match the rest of the assets.

Music

Music is fine. It doesn't stand out but it isn't awful. 

Sound

The volume of the slashing is a bit too loud for the rest of the game. Could use some more sound variety.

Mechanics

Disliked the ghost controls. The attack animation felt slow. Possessing felt underwhelming and the timed ghost form wasn't ideal. 

Story

You are the spirit of a fallen champion looks like?

Theme

The possession idea has been done a few times, but there is no denying that this matches the game jam theme well.  It appears you are in a forest and you possess bandits, so the theme outside of the possession mechanic is shaky.

Developer

Thank you for the feedback! A lot of things were pointed out in your comment.

I probably need to make some pointers or guide on the background on what to do to prevent confusion because you're supposed to kill all of the bandits and the move to next area as the spirit, I put some hints on what to do on the game page but people probably didn't see it.

the art that I use for the Spirit/Ghost/Mind is a sprite for a projectile in shooter sidescroller/metroidvania because I got no luck finding anything else xD. and maybe I should change the color, though I don't find it hard to see it hence I didn't change the color.

Definitely need to tune the volume for the BGM and SFX.

The ghost control is something from the unity2D course on the snowboarder part. since I can't figure out another method to make a smooth movement/rotation using all 4 directional keys, so I'm using what I know and ends up just adding torque to either direction based on the left/right arrow. The ghost form is timed because I don't want the player to just fly all the way to the end or just fly off to the sky (though I add a collider to prevent it) but the lifetime definitely needs some tuning.

I'm not much of a story writer but I make a short narrative that I put on the game page.

Thanks again for trying out the game :)

Submitted

Great Concept! In my opinion, the controls are a bit uncomfortable, I'm used to using wasd and qef as actions, but it needs just to be used to. In any case, Congrats!

Developer(+1)

Thank you for the feedback! I've been playing some Metroidvania games lately and the control with arrow keys feels comfortable for me. I suppose it's different for every person and could be avoided by making an option to change control keys, but that's the reason why I use arrow keys instead of WASD :)

Submitted

Loved, awesome game. nice mechanics

The music kind fits the feeling of the game but it gets boring easily in my opinion

Great job, 

Developer

Thank you for your feedback! yeah, I kind of scrambling around on itch Asset store and Opengameart for the Sound effects and Music. Not the best fit but I try to make it work :D

Submitted

Great idea, reminds me of a game I played on Origin about a ghost jumping from person to person. I like the aesthetics as well, nice atmosphere. 

Developer

Thank you very much!