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A jam submission

Lost ChaptersView game page

Submitted by EvanLuo42 — 1 hour, 13 minutes before the deadline
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Lost Chapters's itch.io page

Results

CriteriaRankScore*Raw Score
Style#11013.8243.824
Overall#35632.8632.863
Creativity#49172.5292.529
Enjoyment#49872.2352.235

Ranked from 17 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 time, we’ve chosen to create a platformer game inspired by Hollow Knight. The core mechanic of our game is platform jumping, where players need to overcome challenges by acquiring new abilities. Based on the theme of “built to scale,” our design concept involves gradually increasing the complexity of the levels and mechanics, allowing players to master new skills and challenges as they progress deeper into the game. This design concept is reflected in several aspects. First, at the beginning of the game, players can only explore a small area, but as the game progresses and new abilities are acquired, they unlock new regions. In this demo, we’ve designed abilities such as creating terrain, altering gravity, and transforming into a cat to gain speed and a smaller form. These abilities unlock new areas, enabling players to explore deeper and more complex environments. The map itself is designed in a “built to scale” manner, with early areas being smaller and relatively simple, but as the game progresses, the regions become more expansive, and the platforming challenges become more difficult. Secondly, we’ve considered the connectivity of different areas in the design. As the game progresses, players will discover that the connections between areas become more complex. Early explored areas may open up more pathways or shortcuts with new abilities, making the world feel ever-expanding. Additionally, the stacking of skills and mechanics requires players to think about how to combine them effectively. The abilities that players gain in the game aren’t isolated but gradually stack and complement each other. For example, the terrain creation skill that players acquire early on can be combined with the later gravity-altering skill to unlock more difficult jumping puzzles. This design encourages players to re-examine previously explored areas as they become more familiar with new abilities, using these new skills to discover hidden secrets or shortcuts. We’ve also implemented a Charms system: a skill management system in the game that allows players to customize their abilities according to their style and needs. As the game progresses, players can unlock more charm slots and more powerful skills, encouraging them to experiment with new combinations. This flexible ability combination design encourages players to approach challenges in different ways. In our level design, we’ve carefully considered the order in which players obtain abilities and how to balance their progression through the designed levels with the skills they carry. Moreover, we want players to experience progressively challenging environments, where environmental puzzles become increasingly complex. Early puzzles are relatively straightforward, while later ones may combine multiple skills and require quick reflexes. For example, in the later areas, players might encounter complex challenges that require precise jumping, timed dashes, and even the use of environmental traps. Finally, we hope players can experience a layered narrative and exploration. The story is gradually revealed as players explore the game world. The game’s narrative follows a “built to scale” approach, where the story isn’t revealed all at once but gradually through exploration, dialogue with NPCs, and small details hidden in the world. Players need to take time to explore and understand the game’s world, piecing together the full story over time. These design elements come together to form our concept for this year’s GMTK.

Development Time

96 hours

(Optional) Please credit all assets you've used
see description for full credits

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Comments

Submitted

Oh my what a cute looking game. Love the art. Love when games pack in a whole story in sucha small time it is so impressive. 

Submitted

Great art! The game was glitchy for me though. I kept getting to a point where the camera would lock in place and I couldn't continue. The key bindings were also kind of awkward, I wish they were closer to WASD. I would love to play a version with these issues fixed!

Submitted

Cool game and great visuals! I think the book platformers were a little hard to see against the background, and the player character moved a bit too fast. still cool!

Submitted

Cute little game demo, loved the art! There were def a few spots where the gravity spell was necessary to survive endless falls into the abyss, and like others have reported, the camera got stuck in level 2 right at the start, but the controls felt nice and I did enjoy navigating around the first room and trying out the abilities! Would be interesting to see where this goes if y'all decide to continue it!

Submitted

Very cute artstyle and color palette! To have a fully fleshed story game before the deadline is insane. Might be better to add tutorial on the beginning screen because I was quite confused on what to do on the game to get to the scaling mechanic. Overall a nice game to play, good job! :)

Submitted

Beautiful art style and good game, had fun.

Submitted

Game camera was stuck at start of level 2 at spawn point for me. Cool game ! Very beautiful art ! I enjoyed the shift of gravity power !

Submitted

So beautiful. Amazing handdrawn spritework you had there. And the background. But I have to say im guilty of stacking boxes everywhere haha

Submitted

Cool platformer!

Submitted

Cute art style! Building block mechanic was fun. I didn't really understand what I was supposed to do but had good time playing around.

Submitted

Using the blocks to build platforms was a nice mechanic. I interpreted the theme the same and made something you had to "scale". Nice work!