The art is so cute! I saw that your game also had a skele/soul concept but it was used in such a different way than my teams that it was interesting to see! Once I got the game to full screen everything was smooth to play.
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Soulcatcher's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #944 | 3.607 | 3.607 |
| Overall | #2576 | 2.774 | 2.774 |
| Originality | #3178 | 2.643 | 2.643 |
| Fun | #3850 | 2.071 | 2.071 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Souls join together with the player's character
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
The sprite/art is definitely the best part of the game!
For the level design, maybe you should wait a bit more and focus only on navigation challenges before adding enemies. I think it would help the player to understand the controls in a "safe" zone, before challenging him with enemies.
Overall, good job!
Hey! Fantastic job on the art., Your sprites are excellent. I agree with others about the mouse look being a little unintuitive. I also think the hit boxes are quite punishing. I frequently died in places where I felt like I didn't hit the enemy/spikes. With a bit more gameplay polish though, this could be really fantastic.
Cool concept for the game, it's a really unique take on getting powerups and I think it fits super well with the theme of the game. The music absolutely sells the experience too.
If you wanted to improve, I suggest having some form of death animation rather then just a fade to black. I also recommend having the camera follow the player rather than the mouse.
Overall, cool game! If you have time, check out mine!
Really lovely spritework, but there are a couple of major issues with the gameplay. Getting killed doesn't really have much of an impact with that awkward fade to black. I didn't know you could use your mouse to move the camera until I just happened to nudge it over the play area, so you should probably tell the player that, and also the mouse pointer sprite is apparently glitched for me so I can barely see it. Also some awkward issues with the scrolling backdrop where it's position suddenly jumps, and apparently some tutorial text being lost in the background? I really wanted to like this because this pixel art is gorgeous, but there were a ton of issues for me, sadly.
Art and design is great as other commenters have mentioned. Only thing I'd like to add is that speeding up camera movements would help a bit, I felt that at times the camera didn't keep up with the player.
Amazing art !
The gameplay and controls overall isn't very great but collecting souls as upgrades is a neat idea nonetheless.
Really nice art! I like the concept of collecting souls for new abilities, but the controls didn't feel very smooth and the hitboxes were a little unforgiving.
Really nice art! I like the concept of collecting souls for new abilities, but the controls didn't feel very smooth and the hitboxes were a little unforgiving.
I love the art style and all the animations! The music is great, very ambient and industrial. The hit boxes were a bit unforgiving, and I think I'm stuck on like, the level with the large gap to the green power up - I can't make the jump, I feel like I should still have the dash but maybe it's me.
Otherwise, fantastic presentation!
I wouldn't normally mention my own game, but in it you also catch souls, so all I'm saying is: Soul Catcher Cinematic Universe?
Thank you for the feedback! Sorry to hear that about the controls and theme. The idea was that the souls would join together with the Reaper when they go into the reaper to in other words solve a problem (that being to complete the level). But do you have any feedback as to how you believe the souls could interact with the reaper to fit what theme more? As for the controls, we're hoping to work on the game after, and aside from level design, controls are something we plan at looking at again.









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