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The Dark Side's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #2223 | 2.750 | 2.750 |
Overall | #2601 | 2.762 | 2.762 |
Presentation | #2656 | 2.714 | 2.714 |
Originality | #2792 | 2.821 | 2.821 |
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?
The Light World and the Dark World have joined together, actions in one can affect the other
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
No
We used pre-existing audio
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Comments
I really appreciate the simple logic of light world/dark world reversing the object's properties - passable-impassable, mobile-imobile, killable-unkillable, moves left-moves right, hidden-revealed.
I also see that a lot of care went into the layout of the level, so that it's impossible to get stuck. Huge thumbs up for that.
Also big plus to the presentation for that little opening animation.
Unfortunately there's a lot of bugs with the game, some of them game breaking, but that's par for the course for Jam games.
Love how the music changes with the...floor? Obviously very unfinished but nice job for 48 hours!
Decent idea. The collision detection was frustrating though, the first time I played I got stuck inside a wall and had to start over, and walking up and down the stairs was one of the hardest parts. This could be really good but I think the puzzles needed to explore the theme more. I found that if ever I couldn't advance I could just go up or down the stairs and try again without much thought for what I was trying to achieve. Very nice submission though!
I like the concept. But there is quite a few bugs that I have noticed that could be improved upon mainly with collision like my character not being to go up or down the stairs for some reason and sometimes clipping into the wall. One way I would recommend fixing this is for a top down game like this making it grid based so as to avoid collision issues like this. This concept could definitely work and be improved upon for a great game. This is just a suggestion so you could improve as a game developer.
I loved the walking through the mines after remembering them idea. Just one criticism that please add an instruction at the beginning of what we are supposed to achieve, I realized later on that it is collect those color spheres.
Awesome concept and execution for a Jam. Really loved the vibe and music too.
This one has quite some potential! It would need a bit of fine tuning and a few more things to do in the world, then this can be an amazing game. Nice job, I enjoyed this!
Cool concept, can definitely be expanded.
The collision detection that is a bit janky, especially in the area with the hidden path and the holes because I kept falling in the holes when it looked like it would be okay. Maybe reduce the size of the player collider a bit?
The other thing that confused me is when I found the first orb and no information was given to me, I stumbled on the place to put them later, maybe putting the place to return the orbs at the beginning would have been easier to read while keeping the "explore and discover" vibe of the Zelda serie.
Cool idea and overall solid execution.. Pretty cool vibes and besides some minor bugs really well-done :D Great Job! (You should try adding some sort of tutorial to show the objective though ;)
The logo animation is really impressive, gameplay could use some improvement, but cool concept
The logo animation, "GMTK jam" made me very impressive!
This game has a big world and a plenty of puzzles, but the goal is not so clear. I'm not sure which direction I should go.
This is really cool. I was very happy when I found the green orb by following the river. Really impressive for the 48 hours too. Great job!
I liked your game aesthetic and the idea of having to search for the orbs. I would say that it wasn't clear I needed to do that at first, though. Don't know if you want it to be clear but something to consider telling the player. The only thing I didn't like was the randomized blocks with holes. They were more frustrating than fun. Good work on everything else though!
I love the concept, the music was great, and love the Zelda vibes. I ended up running into a game breaking bug quite late into my playthrough where I clipped into a wall and couldn't get back out, however. Needs a bit more polish, but a great effort!
I really like the Zelda feel, the very open world where you can just wander arround. I did encounter some bugs with the hitboxes and one with the camera that was quite a problem. But I'm impressed with the switching between both worlds. Are you just changing the pitch of the music or you have two tracks that plays in sync? The effect works really well
the polish on the opening splash screen made me very excited to start playing the game, I really liked the world switching mechanic, unfortunately when I went down one of the staircases i clipped into the wall and couldn't get out, other than that great job!
Cool game but the hitbox of the player fells too big like i need to perfectly position myself inorder to go to the dark or light world other then that the game is great!
FYI moving using WASD you have to press the keys over and over again to move in tiny increments, the arrow keys work fine though
Thanks for pointing it out. WASD controls were added quite late into development and weren't tested before submission so I didn't catch the error in time.
Two worlds: dark and light. Dark is opposite of light. I like how everything flips when you change worlds