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A jam submission

Shadow WorldView game page

Being able to see into another world, our hero must protect this world from the threats, lurking in the shadows.
Submitted by CeyKie (@CeyKie) — 15 hours, 46 minutes before the deadline
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Shadow World's itch.io page

Results

CriteriaRankScore*Raw Score
Story#1123.2293.229
Music#2763.1713.171
Aesthetics#2803.4573.457
Theme#3433.2003.200
Sound#3692.6862.686
Fun#5382.5142.514
Mechanics#6552.1142.114

Ranked from 35 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.
A lot, they are all linked on the project page. The warrior character, music, sfx, background and tile assets

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Comments

Viewing comments 20 to 1 of 28 · Previous page · First page
Submitted

So cool! If you want to test our game there it is: https://astral-creation-studio.itch.io/your-princess-is-in-another-dimension

Submitted(+1)

Good job putting that together in a week, really nice start for a game.

Submitted(+1)

The art is pretty nice! The gameplay is a good start, you really need some enemy AI, but it's a good start!

Nice done!

Developer(+1)

Yes, indeed. Thank you for your feedback :)

Submitted(+1)

This was a really good start, the visuals looked nice the animations looked good it just needs a little longer in the oven and itll be great, good job,

Developer(+1)

Thanks a lot. Will definitely polish it and see what else can be done :).

Submitted(+1)

Very cool concept with switching between two worlds, if you keep working on the game you can definitely expand on this to make the interactions super interesting. I really liked the art style,  especially the background. It was all really pretty.

Some feedback:

- The character's animations all look super cool, but the attack wind-up ends up making the attack feel kind of unresponsive. I ended up jumping over most enemies rather than wait for the really long swing time. The hit box also felt pretty restrictive, if enemies were moving towards me I think the wind-up of the swing combined with the small hit box would make timing attacks pretty difficult.

A really good start, I hope you keep working on it!

Developer

Thank you!
And thanks a lot for the valid and good feedback.

Yes, absolutely right. The animation and hitbox is a thing to be changed. Just wanted to have it in there. Might even change the concept a little of enemies etc. The main thing this game will be built around is switching the worlds. Let's see where this leads in the future.

Submitted(+1)

I liked the mechanics of switching between worlds. I fell off the world and plummeted forever. That would be a simple fix though. Good game.

Developer

I know. But didn't prioritize that. The "R" button should help you out in the meantime. Is definitely something for polishing / when I work further on it.

Submitted

cool game, but enemys do not match your art :-(

Developer

That might be true :D. The enemies I designed myself. Tried a little pixel art there. But the other things coming all from the asset store.

Submitted(+1)

Nice castlevaniae-like adventure game controls could use a little tweaking but still very enjoyable, nice art as well.

Nice work

Submitted(+1)

Very nice cohesive artstyle. I really liked the concept of the game and could see some interesting potential for enemy interactions. Nice work!

Submitted

Stunning game, amigo! Rated it already. Would you mind playing my game and rating it?

Submitted(+1)

Nice game, I like the music, reminds me of Alexx the Kidd. The attack can be spammed and then the anim doesn't play but it still seems as if targets are getting hit though. Got stuck on a few walls as well hahaha. 
Well done

Developer(+1)

Thank you :).

Unfortunately I don't know "Alexx the Kidd". Hopefully the reminder is in a good sense :P.

Yes, the attack animation starts from the top, when clicking the LMB, but the enemy still gets hit. Definitely something I need to fix, when polishing :). And the stuck on the wall thing, seems to be something with the colliders, I haven't figured out, yet.

Thanks again, for you critics :).

Submitted(+1)

Hi, I liked it. The attack needs to be made from really close. When you fall of the map, you don't die. You get still move to the edge of the map! Nice 8-bit feeling. You have the same "problem" as I have; stick to the wall while pressing the left-right direction key. Don't know how to solve this one.

Developer

Hey :)

You are absolutely right. I noticed all of these points myself. Will polish them after the jam is completely over (after ratings). 
The stuck on the wall has something to do with the colliders. But yes, don't know how to fix it, yet.

Submitted(+1)

I like the story; the animation speed could be tightened a little bit. Overall a good entry!

Developer

Thanks :)
100% agree on the animation etc.

Submitted(+1)

nice work. hope you continue it and innovate! 

Developer (1 edit)

Thank you! :) I think I will. At least make it bit longer and finish up a small story around it and polish it.

Submitted(+1)

Great assets, and a cool little system! I would consider making the attack animation about 3 times faster, and extend its hitbox a little. It's fine for slimes that don't move, but if you ever decided to take it further, I think that would help make attacking feel satisfying.

Also, excellent cover image.

Developer (1 edit)

Thank you. Tried to find nice little pixel art assets, which fit perfectly in a 2D side scroller. 

Yes, I have the same feeling when playing. Will polish it :).
Thank you! :)

Submitted(+1)

Nice assets! Had fun playing this!

Submitted(+1)

The feel of the game was great. I enjoyed the music. The game was fun. As constructive feedback, I noticed that when I moved left it would auto-face me to the right when I let off the control. It would feel better if you allowed me to stay facing the direction I was last facing, if you are going to allow me  the freedom to move in both directions. I also did not notice the other world mechanic until second run through. Mostly my fault I barely read while playing an action game. However, I could just jump over the shadow units and kill the physical ones that how I won my first pass through. You may want to not allow someone to pass without first engaging with the shift mechanic. I did not fully understand I shifted when I pressed the button on accident, I initially thought I had bugged my browser because the whole tinting effect is like what happens when you drag select in the browser. 

That being said those are just friendly critiques. I did enjoy the game and played multiple passes at it because my jump skills are only so/so but I love me a good platformer. Keep it up nice work!

Developer

Hey :),

yeah I don't like the behavior of auto facing back to forward. So this is one of the things I will polish after the jam ratings are done.

Do you have an idea how to make it more clear, that there is another world, which can be entered by the controls? Which feels more natural, when not reading the text? I know the feeling of just skipping the parts where things can be read, because I just wanna play the game :D.

I definitely want the player to engage the enemies. But didn't built in any enemy movement, yet. I will polish this later with all the other polishing. So 100% agree on that.

Thanks for the nice and very good, critical feedback!

Submitted(+1)

The best way is by designing a level that requires the shift to absolutely move forward. Like put the shadow mob on the ridge that is in jump height on the edge. That way they have to kill it first before they jump on the ledge without dying. You may also put some text in the world at the first monster letting them know that something in the shadow world seems to be blocking they way. This way you force the users to have to engage with that system and you give them some affordance by indicating that their is something there. That would be one way at least.

You may want to grow a reveal from the character to the edge of the screen. That or put some sort of poof animation like ninja smoke on the character so that it is noticeable that an action was performed. 

Keep it up is a very nice game. 

Submitted(+1)

Story is really nice and good choice of assets! The attack animation feels really unresponsive and is not in sync with the hit box though. Also I had to reset the game after falling in a pit because it didn't kill the player. It's a nice idea that needs some extra polishing

Developer (2 edits)

Definitely agree on that. I am also not really happy with the movement and overall controls. But will polish this in the future. 
The hitbox thingy was kind of a last minute input, which I implemented just a couple of hours before I submitted the game. But I totally agree and don't like the current attack as well. 

Thanks for the compliment on the assets and the story. Since it is a 2D side scroller, I thought pixel art would fit best. So took the best ones I could find on the asset store for free.

Will polish the game after the jam ratings. Thanks for the great input!

Submitted(+1)

Great music. You added a story that’s great.
The game is a bit too hard for me though.
GG

Developer

I am so sorry for the unresponsive and not so great movement. I think you wouldn't have had such a hard time, when the movement and over all controls where much better. 
I'll take this comment and try to make the game better with it! Thank you! :)

Submitted(+1)

I like what you were going for here.  I ran into a few issues with the character movement.  I didn't make the jump and my character didn't die when I hit the bottom.  I was still able to move back and forth and had to restart to try again.  I jumped over one of the enemies and when I clicked to attack, the player turns around and attacks to the right.  I found that if I hold left while attacking I can attack left, but it did get me hurt the first time when I tried.

Developer

Hey there. Yeah, I know. Unfortunately, I didn't have much time to polish it. Just wanted to get a little bit of gameplay and basic story in there in the couple of days I had time to work on it. But you are definitely right. The movement is not at all smooth and things like respawning when falling, not getting stuck on edges, when jumping, very slow attack, having the tutorial not always show when reached already once etc. 

Very grateful for any critics. Thank you! :)

Submitted(+1)

The overall aesthetics were good, but I definitely understand about the lack of time for polish.  There was a lot of little details and things I wanted to include in ours that we didn't get a chance to.

Viewing comments 20 to 1 of 28 · Previous page · First page