This is a perfect entry. The game feels satisfying to play, the art is beautiful, and the music is perfect. The tether mechanic is easy to use for new players, but can be used to skip parts for second playthroughs. Amazing speed running potential and for challenge runs (like minimum splits). An incredible amount of volume for a jam game, and lots of potential for post-jam improvements. Can't wait to see what you do with this. (btw my lowest splits run was 40) (Edit: I've gotten it down to 33, don't think that lower is possible)
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TetherGeist's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #10 | 4.417 | 4.417 |
Fun | #11 | 4.365 | 4.365 |
Presentation | #14 | 4.663 | 4.663 |
Originality | #91 | 4.221 | 4.221 |
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?
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
Amazing! Beautiful graphics and the controls are very smooth. Amazing game! (i did find a few cheeky cheat spots ;3)
I don't know how you manage to come up with such a great mechanic in almost every jam, loved the music and art both, great game :D
Very pretty decors (those clouds!), chill music and fun mechanics! You added a lot of bricks around the core mechanic, which kept this very interesting! You also did a very good job at introducing them progressively with a lot of levels, which I find is always an underrated achievement.
I love how you made the statues shine when the spirit is active. Are they Sheikah statues? ;D
Also had a good laugh releasing the spirit in the blue spaces!
Art is neat and the controls are just perfect. I enjoyed the game.
Very nice game! The combination of art and music gave a really satisfying feeling. The core mechanic and level design were really fun too. The movement felt nice and responsive however maybe you could slow the player a bit after rejoining. I would like to see some levels where your number of splits is really limited (rather than having excess) and you have to think carefully when and where you use them. Nice job!
You are thinking on the same wavelength as we are! We're excited post-jam to really dig into this mechanic and make levels with very limited diamonds just like you mentioned. You are not alone in the frustration about the excess momentum after rejoining. Many have said the same thing. We're super jazzed to see trends like this. It will really help us in designing our future builds.
Thank you so much for playing!
This game had an amazing presentation to it and the gameplay was solid. The puzzles weren't that challenging, but I felt were good for a jam game. The platforming was decent but leaving the spirit form resulted in a lot of what felt like cheap deaths due to a weird momentum. If you want to see what I said further about this game, then you can check out the stream here:
Thank you so much for the kind words and thorough feedback! Just watched the stream and I totally agree the extra momentum when you rejoin with the spirit feels uncontrollable, resulting in it feeling unfair. I also really love the idea you mentioned about having a timer on the spirit projection. We'll likely play with that idea in our post-jam version. As you inferred, we really were just all hands on deck for the 48 hours. Very little sleep lol.
Thanks for playing!
The spirit shifting mechanic is really well done! once i saw that there's extra mechanics like your body floating slowly while in spirit mode, and the momentum you get from rejoining your spirit this movement really opened up!
There's a lot of play to this movement system and your level design really allows for people who grok the mechanics to soar through them and sequence break them which i find rewarding.
However, you've also made sure to introduce levels in an order that subtly teaches the player these more advance mechanics, so great level design and difficulty progression!
This is some of my favorite feedback ever. It's clear you're a fellow game designer and developer based on how astutely you analyzed this game. It's very rewarding as a designer to hear a player who noticed all of our little design decisions for the player experience. Thank you so much for thoughtful feedback, high praise, and for playing! I'm excited to check out your game!
Spectacular! It is such a polished game in such a short time, and with quite a lot of levels! Audio, art, gameplay everything was amazing, really well done!
For the feedback, I have to say that there were some levels where it was possible to jump straight to the finish (of course not easy jumps) skipping the whole stage pretty fast (but I think it is a good thing because it lets you think creatively), also it is possible to glitch trough blue zones, but it actually made the game even more interesting to play, because you were not forced to follow the rules :D
The only thing that made the game a little bit harder was that when you are falling and catch crystal in the mid-air and then instantly press J it doesn't register it that fast and you end up falling to the pit. Despite that, it is one of the best entries, without a doubt!
Thank you for the kind and thoughtful feedback! The levels where you can skip things with big jumps were actually designed that way intentionally (we were hoping to spark some speedrun ideas in players) so it's actually really encouraging to hear that you found them! And you are not alone with the mid-air difficulty. It's clear to us that we need to provide the player a bigger window to execute on that. Likely with a slower maximum fall speed. Post-jam stuff!
Thank you so much for playing!
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