Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Stay in the shadows (Godot Wild Jam #14)View game page

Submitted by WormLlama — 1 minute, 35 seconds before the deadline
Add to collection

Play game

Stay in the shadows (Godot Wild Jam #14)'s itch.io page

Results

CriteriaRankScore*Raw Score
Originality#34.2164.444
Fun#43.6893.889
Theme#93.9004.111
Overall#122.9873.148
Controls#143.0573.222
Graphics#212.1082.222
Audio#220.9491.000

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.1.1

Source
If someone asks it.

Game description
Basically a platformer where you must avoid lights or die. You will unlock different abilities to be able to escape the place.

Discord username
WormLlama#0571

Participation level
Third time

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Nice, I enjoyed the abilities you unlock and the level design for using them was good! I was a bit frustrated when reaching the spikes without the momentum ability since I think it would have been nicer to have gated that off more clearly (or have some intermediate collectible along that path).

The ball mechanic is really great and I could see a lot more design potential for this!

Developer

Yeah, perhaps it was a bit of a dick move to make you go back to the begginning, since the spike zones were kind of annoying. The original idea behind that was to make the game not so lineal. But a lot of backtracking, specially for a short casual jam game, can make the experience a little frustrating.

Thanks for playing!

Submitted

Very very nice! "Perhaps you should go back". Me: "Yeah..no!". Also me: "... okey then :D"

Developer

Yeah, the idea behind that was to prevent the player from getting stuck in there. It was a hint to warn you that you needed something else to continue.

Thanks for playing!

Loved the mechanic, seriously that was awesome and this world needs more of it. Hated the controls. Found the way RMB and LMB worked frustrating, perhaps not having to activate it at all and LMB would automatically start charging the shot? Having the crosshair around all the time with lower opacity wouldnt break immersion. Good stuff yo.

Developer

Hi, thanks for playing it! Yeah, I noted that the controls were kind of annoying. Specially activating it and deactivating it.

Not to mention that you couldn't aim and move at the same time, making it feel kind of unresponsive.

To be honest, I'm not sure how could I fix it. Although your alternative has some merit.

Thanks for the comment and the suggestion!

Submitted

The dying animation is so good I wasn't mad at dying. Except when using the ball to land on the middle of spikes. That was evil.

Developer

Yeah, I noted the spikes part was annoying. Perhaps something like drawing a line, to know the ball trajectory, would have helped.

Thanks for playing it!