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7minutes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #9 | 4.133 | 4.133 |
Fun | #11 | 3.600 | 3.600 |
Overall | #19 | 3.367 | 3.367 |
Audio | #20 | 3.400 | 3.400 |
Theme | #25 | 3.500 | 3.500 |
Accessibility | #28 | 2.867 | 2.867 |
Controls | #40 | 3.000 | 3.000 |
Originality | #48 | 3.067 | 3.067 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2.3
Wildcards Used
Good things come to those who wait, dare to fail, roll a d20
Game Description
An action platformer
Source
unsure
Discord Username
Aether#4583
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Comments
All the elements fit nicely into the game. My favourite parts are the skill system and the sound effects.
Game looks impressive. I was impressed with pixel art, but then I saw it's downloaded asset, then I like the sfx and it was also downloaded asset.
Finally I downloaded credits.txt and I still don't know what part of game YOU did.
I know that it's allowed to use assets, but for me the idea of the jam is to show what you are able to do in this timeframe.
So I think you should stated most clearly what is downloaded asset and what is your work (like inside the game, not in the file that I need to download) and TBH I would prefer simpler art and sfx, but made by you. Other solution to this is to team up with artist and musician.
So generally good idea, but for me it lost the charm as a jam game.
Hi. First off, thanks for playing. This is a fair criticism, and something that I thought about near the start of the jam. I didn't have any intention of trying to pass off any of the assets as my own creation - in fact you'll see that I have pointed this out on many comments praising them. The credits are not in the game mainly because I ran out of time to properly put them in. I understand that to a lot of people jams are about making everything in the time frame. For me I had the concept and an idea of what the features were that I wanted. In order to make those happen I chose to use 3rd party assets as I am no artist and it certainly would have taken a significant amount of time for me to get the art to what I personally would consider acceptable quality. Perhaps this was an error or misunderstanding on my part, and I'd be interested in getting better at pixel art myself or teaming up with an artist in the future.
By all means rank my graphics and audio score 1/5 (I would have withdrawn from those categories if possible).
As for what exactly is my own doing in the game... Pretty much everything you don't see or hear! All of the code is by myself, save for a couple solutions pulled from the internet. All the scenes, animations (the ones in the animationplayer not the sprites themselves), and game logic were set up by me. There are a few assets that are my own creation, but nothing crazy (the health bar, skill icons [if you count those since they use the sprites], and arrow sprite).
Again thank you very much trying the game, and even more so for your detailed response that you clearly put thought into!
That's ok. You don't need to explain yourself and I don't blame you for using the assets. It's allowed.
I never thought that you tried to ```pass off any of the assets as my own creation```. That was not my intention.
You made credits file so it's fair and square.
I just wanted to know what you did, because it's not stated anywhere and I don't know that you are programmer. I literally look for any information on who you are and what you did in this game so I can check if it's good or not :)
Just a single note that: "Programming and putting all this stuff together by Aether95" will be enough.
Like man... Show off a bit. Tell me what you did so I can praise you :)
Really fun game! I liked that there are 3 skills to build so you can play differently. Graphics are also very good.
The music gets repetitive at some point, especially because the building phase is about 7 minutes.
I liked the combat but I have a few nitpick: You can shoot arrows at enemies and they won't do anything about it. Also, it would be nice to have some way to block other than moving backward.
Thanks for trying it out! I understand the music complaint: the loops are a bit short for 7 minutes. The enemy AI was something that I wanted to improve on but didn't have time to finish, so at the moment it's very barebones (the walk to you and attack). I will be trying to learn how to make it better for my next jam!
Very nice entry! Started with keyboard but quickly switched to a controller and glad I did! Movement and attacks felt good. The art was wonderful!
Thank you for playing! Glad you had a good time :)
The assets are by rvros (https://rvros.itch.io/), who is very talented (although seems to be inactive).
Hi Aether95, I really liked the progress I made even when I died. It helped me get reacquainted with using the fists. I really liked the combat, the fast-paced kicking and slashing. Wall jumps were clunky but very nice to have. I liked running around for the weapons while beating up the enemies. This is a solid job!
Thank you for the very kind words! I'm glad you enjoyed your time with it. I'll definitely be tinkering with wall jumping in future projects to the feel right.
Though most of the assets were not made by yourself, I think you did a good job of selecting fitting ones together. I think the game overall was pretty nice, though the wall jumps and the dodge dashes at times felt a bit clunky.
Thanks for checking it out. Making sure everything looked good together was a priority for me. The sprite and tile work was all done by rvros so it worked well out of the box for the most part!
Very nice graphics and sound design. The keyboard controls are frustrating, even after a while I couldnt get used to the layout, maybe it plays better with a controller. Health indicators would be nice, but overall a great submission :)
I can't take too much credit for the graphics since I used an asset pack for them, but thank you for playing! I definitely designed this around a controller, and the keyboard controls were a bit of an afterthought. I'll pay more attention to them in the future (and learn how to let you customize your controls).
Really nice game. Control feel wasn't stellar, but very functional. Biggest criticism I have is that I wish the end boss had a health bar. A transition animation between the main scene and the boss fight would have made it less jarring. Overall I'm super impressed with this entry.
Thanks for the feedback! The health bar seems to be a common complaint - noted! I would have liked to polish the transition a bit but in jam tradition I ran out of time. There was a lot I realized I just didn't know how to do and didn't feel like I had the time to learn properly. I'll have to spend the time between now and the next jam I join working on those.
I can totally relate to all of that--especially since learning while coding is why I couldn't finish. I would have the same issue with transition since the elegant and obvious way to do it would involve a shader, which is not something I have a lot of knowledge of. I would use this method here in a pinch(tutorial is in french, but easy to follow) for a quick and simple transition.
Thanks for the link - I'll definitely have a look. Helps that I can understand French!
Wow there’s a lot in this game. Nice concept. I like the idea of having 7 minutes to power up, fight the boss, get another 7 minutes, repeat. Would be nice to have a health bar on the boss, I didn’t end up beating him but I felt like I was close?
Thanks for the kind words! I'm glad you got and understood the loop! Yeah, the health bar on the boss is something that's been requested a lot from people. He has a decent chunk of HP but it's not too crazy - especially with an upgraded sword!
Quite a lot of quality stuff in here for a jam! Well done!
Wow, this game is gorgeous! The art is incredible!
The controls were a little hard to get used to, and I really wish there was some sort of block move to make the combat a little more engaging, but overall I really enjoyed it!
Art is really well done. I'm not too sure about the video. I could never perform the dash mentioned in the game, and I climbing was sort of finicky in my case. Also, there was something wrong with the audio but that might have been Chrome, since I've had some bad experience with game audio in Chrome with my own games too.
It may have been poorly explained in the game, but the dash requires some of your blue super meter to be filled and will drain a charge of it! The wall climbing and jumping was implemented a bit poorly and was on my list of things to polish but I ran out of time. Thanks for playing!
Nice game, like the Pixel Art also the musix match the atmosphere.
The controlls are bit difficult on keyboard, but with a controller i think it would be much more fun to play.
Well done.
Thanks for checking it out! That's a fair criticism. I designed the game with controllers in mind. The keyboard controls were a bit of an afterthought on my part.
Great game! I died three times at the boss but really didn't want to stop playing until I beat him, which eventually I did. Nice game, great graphics, good fun!
Edit: Didn't have any of the aforementioned issues with the chests etc, for me it worked really well.
Thank you for playing and for sticking with it until you beat the boss!
The game concept is very good. But there are some problems - 1) The chests don't open after pressing 'Y', 2) The title in the main menu does not suit the game's art style.
Thanks for checking it out! I can't say I or the people that I playtested with had issues with the chests - if you were using a keyboard the button prompts are for a controller so the description has the key bindings. (I ran out of time to add contextual prompts)
Fair point on the title screen. I slapped that together right near the end and didn't put too much thought into it.
Although it seems to have some broken mechanics it's still very fun to play.
Thanks for checking it out! There are definitely some areas where I could have put more work but didn't have the time to really delve into.