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A jam submission

TetherGeistView game page

(GMTK Jam 2021 - Top 10 Popular Vote) Traverse a mystical world by separating and rejoining with your ghost.
Submitted by O. & Co. Games (@TetherGeist), Jefftacular, rusty fishburger, Doctor Ty, TheCanyonKid, RaeAllenArt (@raeallenart) — 4 hours, 59 minutes before the deadline
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TetherGeist's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#104.4174.417
Fun#114.3654.365
Presentation#144.6634.663
Originality#914.2214.221

Ranked from 104 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?
This is a puzzle platformer that dynamically changes as you separate and rejoin with your spirit.

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?

Yes

We created the vast majority of the music during the game jam

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Comments

Viewing comments 33 to 14 of 73 · Next page · Previous page · First page · Last page
(+1)

Amazing game. Great mechanics and design. I found 2 glitches which helped me in doing the puzzles much faster and made the game a lot more enjoyable. 

the bugs were:

 1) if you rejoin in the blue block, you would go directly up(and through the purple blocks as well).

 2)if you rejoin in the blue block whilst holding forward and keep pressing j continuously, you can go through the whole block.

Developer

Hey it's great to hear that the glitches actually made your experience more fun lol. Thank you so much for bringing attention to them. This kind of feedback is critical for when we go to build this game in more depth after the jam. I'm glad you liked the game, thank you for playing

Submitted(+1)

Very good game overall! It really shows there were 7 people working on this. I particularly liked the visuals and level design, especially the "final challenge" where you had to catch diamond arrows.

Sometimes either the spirit or the body, or both, would get stuck on some places, usually those places involved "pressing machines". The browser version didn't work for me (didn't react to button presses on the opening screen, even when I clicked the game window). I would've liked to make the screen bigger on the downloaded version.

Developer(+1)

Great feedback, thank you! This game really did need 7 people to get it this quality in a 48-hour window. Thank you for reporting on the bugs too! We're well acquainted with these ones in particular now lol. Excited to fix in our post-jam version. I've found that the browser version is finicky like that sometimes too! If you're in Chrome, sometimes all it takes is refreshing the browser until it works. Something to do with control permissions.

Full screen function will be post jam version too. Thank you so much for playing and for the thoughtful feedback! 

Submitted(+1)

Pretty solid submission. I love the pixel art style. 

All levels made very good use of the machanic with the spirit.

I think the platforming passages are a bit too difficult. Despite that i think you made a pretty good game. Great work.

Developer(+1)

Thank you for the kind and thoughtful feedback! We're teasing the idea of having Celeste type B-Side type levels in the post-jam version for the more difficult platforming... 

Submitted(+1)

Love your visual style (all works really well and works with all assets) - it's a super cohesive style and it wraps so well into the gameplay elements! Huge well done!

Developer

Thank you so much for the kind feedback!

Submitted(+1)

Yo the visual style and colors are just *cheffkiss*!

Developer

lol I might have to use *chef kiss* in my comments describing games too. Thank you so much for the kind words. Our artists just blow me away.

Submitted(+1)

Loved it !

Developer

Thank you!

Submitted(+1)

Absolute brilliance.  The level design alone is astounding to squeeze into the 48 hours.  The art design feels so balanced! and the way the big stone statues glow blue with the power used is awesome.  
Fav parts:
-The art for use in level design
-The backgrounds and final panel art!!
-The dang fun gameplay

Bravo.  Bravo.  

-FishChiesa | artist | Box of Mushrooms

Developer

Thank you so much for the kind words! Of our team of 7, we actually had two people dedicated strictly to level design. We established mechanics, gave them pencils and paper, and had them run with it. That really helped us explore the concept without cutting into development time. 

Thank you for playing!

Submitted(+1)

Incredible what you were able to pull off in such a small amount of time, but it's all there: great art, a fun mechanic and great level design! :-)

Developer(+1)

Thank you so much for the kind words. We had a team of 7 (2 artists, 1 musician, 2 devs, 2 level designers), and we're all great friends, so it was relatively easy to manage tasks and collaborate. Albeit it was still a hectic and sleepless 48 hours lol. 

Thank you so much for playing!

Submitted(+1)

It's nut's that this was made in 48 hours. There's a crazy number of levels that all feel really well designed. There's lot's of different puzzle mechanics all stemming from the main system. The art and music are all super solid. Frickin impressive.

Developer (3 edits)

Thank you for the kind words! We actually had 2 people who did nothing but design levels after we established mechanics. That really helped us explore the concept in depth while allowing us developers to keep building the game in the tight timeframe. Then of course our artists and musicians just did incredible work. I'm still blown away and humbled by how talented all of my team members are.

(+1)

The visuals and level design add a good level of polish here. Neato!

Developer

Thank you so much!

Submitted(+1)

Very nice visuals, and the mechanic is super fun!

Developer

Thank you for the kind words!

Submitted(+1)

Very pleasant visuals and music and a very neat mechanic! The slomo aspect is especially cool.

Developer(+1)

Thank you for the kind words! It's good to hear that design decision was appreciated. I feel like it really opened up a lot of level design options. It's a simple code really, just adjusted the gravity variable on the character while the spirit is split.

(+1)

oh my god i love this game

Developer

Thank you so much! We put a lot of heart and soul into this one :) 

Submitted (1 edit) (+1)

Absolutely Incredible! I loved the art so much! The concept is awesome, the puzzle aspects are perfectly paced, super fun, lovely music, great sound effects, and a ridiculously gorgeous aesthetic to boot...its a truly wonderful game :)

Developer

Wow thank you so much for the kind words. I'm honestly blown away at how good every one of my team members did. Our artists, level designers, fellow dev, musician. It was kind of magical to see it all come together.

Submitted(+1)

The main mechanic feels really natural. I'm not found of the crystal system though, because you have to land every jump and can't use quick reaction time to recover. I know it adds a puzzle element but it stops you from doing the most fun thing in the game, which is tethering around.

Developer (2 edits)

This is great feedback! Thank you so much for playing. Are you referencing a specific level? I personally found the level in my screenshot here more frustrating than it should have been based on the frustration you're talking about, not allowing a diamond-less player to start a new spirit tether while airborn unless timed just right after collecting a diamond midair. As I've watched play test, I think we just need to change the character's max fall speed so the player has a bigger window to initiate a new tether before landing. Thoughts?

Submitted(+1)

So I played through again to check and playing those first levels again after mastering the mechanic is SO much fun. You guys did a great job! On my original play through I got stuck on the second to last level but the one in the screenshot also caused me some trouble. To me it felt like the controls were unresponsive.  Playing the last level, which is supposed to be a freebie I imagine, still gave me difficulty but I think it illustrated the problem. When you're re-joining (as the orb travels to your spirit) you can't split but during that time I am often hitting J and expecting too. The player loses all control in that time which makes it really hard to chain together tethers. I'd suggest just being instantly teleported to the spirit or being a lot more generous on the time when you can re-tether again. Hope that helps!

Submitted(+1)

One more thing. I think in the falling section I was hitting J a tiny bit to early so it felt as if the press didn't register. If you increase the pick up range on the gems I think that would help as well.

Developer

Got it. Thank you so much for adding clarity. You've already sparked some ideas for me on how to fix this. We'll definitely play with your idea of having the spirit rejoin instantly instead of having a delay. I also think we might experiment with input buffering so the player pushes J while in the returning state, they immediately starts a new tether when they rejoin. Smash Bros uses input buffering like this and it makes it feel super responsive. I've found it to be a very player-friendly affordance that makes for great design. Thank you again, this is huge!

Submitted(+1)

Nice game, funny enough with the amount of jumping leniency you can make a lot of the jumps without even needed to use the tether.  I enjoyed how the game felt, both in controls and presentation!

Developer

There is indeed cheese in here! A lot of it is intentional. Thanks for the kind words!

Submitted(+1)

Love the art! <3

Developer

Thank you!

(+1)

Great game! Unfortunately, when I was on the level detailed in the GIF, I hit the second moving barrier and the game crashed on me.

Developer

Yeah... this is a known bug we didn't have time to fix before the Jam ended. We shall fix post jam! Thanks for playing!

Submitted(+1)

Great game! Played to the end. Sometimes the controls were a bit finnicky, but the design and especially the art and music is superb! Well done :)

Developer

Thank you for the thorough playthrough and kind feedback! Could you give a little more detail about what you mean by "finnicky?" Any feedback is greatly appreciated for when we start on the post-jam version. Thank you in advance!

Submitted

Hey :) One thing that comes to mind is the level where there are three diamonds directly under you in the beginning (under a blue block). you jump over some,  and then there are spikes in the air. you can very easily jump in them, if you dont pay attention

Submitted(+1)

This is great! Good concept and well-explored mechanic (Although the jump-pads could use a bit more work). Beautiful graphics and music too.

Well done to your whole team!

Developer(+1)

Thank you for the kind words and thoughtful feedback! The jump-pads do feel a bit hectic don't they. With more time, we'd have liked to adjust the spirit's location to better follow the character as she bounces. Post-jam stuff!

Thanks for playing!

Viewing comments 33 to 14 of 73 · Next page · Previous page · First page · Last page