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A jam submission

CavernousView game page

Just a short, challenge platformer.
Submitted by Declivever — 2 days, 7 hours before the deadline
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Cavernous's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#43.6523.923
Fun#183.4373.692
Graphics#253.6523.923
Overall#263.3043.549
Audio#323.2943.538
Theme#333.5813.846
Controls#392.9363.154
Originality#632.5782.769

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
V3.5 Beta 5

Wildcards Used
Yes, Change after Death, and trade you will regret.

Game Description
Just a short challenge platformer. Players collect coins to open up level exits. They can choose to use powerups, but it may effect the ending they get.

How does your game tie into the theme?
The game is based in a cavern.

Source(s)
N/A, I would like to release the source, but there is art/sfx not created by me.

Discord Username
Declivever#2588

Participation Level (GWJ Only)
0

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Comments

Submitted

The art was great and I really loved the transformation each death! The sound effects were cute and fitting as well. Although the movement were a bit slippery and the hitbox of the spike bigger than it seems. Congratulations on submitting!

Submitted(+1)

Woow it was really fun! the atmosphere  and all grphics are amazing! Congratulations!

Developer

Thank you!

Submitted(+1)

Really well put together game, congrats on your first entry!

I'm not that good at delicate platformers so I struggled probably more than most. My only thought would be the surface feels a little slippery and sometimes I would over-correct my movement. One visual thing I did notice was some vertical lines/tearing? I'm playing in Chrome on Windows. I think I've read something about GPU pixel alignment settings in Godot.. maybes it's that.

I got a little frustrated with drying, but want to see what all the deals I'm making eventuate to, so I'll come back and play more. :) And awesome work on accessibility!

Developer

Thank you for playing. I will try to play your game tomorrow, because I am going to bed.  I tried to fix the screen tearing (I cannot figure it out to save my life.), but could not figure it out. I wanted the surface to slippery to try to simulate the player's running speed. You should have seen it before I reduced it.

I did want the game to be slightly frustrating, so no worries there.

Submitted(+1)

The game's art is lovely. The movement itself feels really good, but I really dislike the overall control schemes. AD + J and the arrow keys + space both feel really uncomfortable since they require movement to be controlled over two hands, AD + Space feels really uncomfortable since i feel like at least my spacebar is way less precise than any other key, and AD + J feels especially bad since it requires not only using two hands to properly control, but they're also uncomfortably close. The fact that W/Up is not an option for jumping feels really weird since that key is not used for anything else? My other big problem with the game is the spikes. Their hitboxes feel way too large, and not standing still, they blend in way too much in the background, especially since the decorative mushrooms are around the same size and with the same colour scheme. Restarting the game after losing all my lives instead of just restarting at the start of same level also felt really frustrating and I ended up giving up on completely finishing the game after having to restart probably over 20 times. The game feel itself is really great. I love the use of particles in the map.

Developer

Thank you for playing! I am glad you appreciate the art, why I always think is my worst ability.  The particles are a mix of hand drawn, and CPUParticle nodes.

I agree with a lot of what I read from you, and you have made some observations I have noticed myself, and have planned to adjust in the future. I like to know what I did wrong, it helps me brainstorm improvements. Constructive criticism, is extremely helpful and welcome to me. I use it to determine my shortcomings in scripting in Godot, and game design. It also helps me gauge how far I have come, and how far I still need to go. I consider it vital to progress. Again, thank you it is helpful to me. 

I think the spikes was a bad call, or could have been bigger. You are correct, the hitbox could be smaller. I had  meant to do this, but it skipped my mind.  I think if I adjust it, I will also make the sprites larger.

I picked the primary commands, based loosely off of the home row keys when typing. I had hoped to add a key bind mapping system (If you look in the options menu you will see the start of that), but remaining time did not allow for that.  That is why you have multiple keys that do the same thing.  I would like to note it has controller support as well.

I wanted you to think of the health as your lives. Once, you run out of health, you become the Devil and restart the game. In the future, I would like to use this system to implement a upgrade/skill purchase system (think rogue legacy, but much smaller).

Hopefully, I explained my reasoning behind some of the choices.  I have plans to make the game a little larger and better. I programed it in such a way to reduce that load because of that. If it ends up in a state to where I am happy with it, I will update what I have done.

Again, thank you for playing I find your insight making me not only question some of my decisions, but is helping me come up with ways to avoid similar pitfalls. For example, I will most likely come up with a easier to do key bind system, with remappable keys that I can program fairly quickly in game jams. 

Submitted(+1)

This game deserves to win the accessibility award for the jam. Beautifully thought out options menu given the short amount of time. A really fun way of incorporating the wild cards as well. Enjoyed the mini shops and death mechanic, where you slowly morph into the devil you're making a deal with. I unfortunately suck at these types of games so couldn't get to the end but I can very easily see this becoming a full game!

Developer (2 edits) (+1)

Thank you, Colorblind mode was really easy to do and only took me a little while with online resources. I wish I had time to do button mapping, but that is difficult for me to do although there is about a half finished system that has it. I opted for multiple ways to control the character.  Sound is controlled by an autoload variable. The music is a autoload scene.

Fun fact did you know the music is random too? There is about 8 tracks to listen to. I thought about random enemy placement, or a few preset groups that appear and disappear, but I figured that may be a little over kill for this scope.

Win or loose in any category or overall, wasn't my reason to join the jam. Obviously, if I won any part it would be great, but I just wanted to refresh my knowledge in the 2D side of Godot. I am working on learning blender mostly, so I can semi-quickly model objects to start getting more serious in Godot 3D.

Again, thank you very much for playing.

Submitted(+1)

Loved this! Absolute wonderful entry for your first Godot Wild Jam. All of your art assets work well together. I wanted to get the 'good' ending, so I didn't take any upgrades. Great visual effects (especially the screen shake). Well done!

Developer (2 edits)

Thank you very much, I check your game out when I get a good chance. Thanks again. I can thank the art assets working well, due to a pallet I have used for awhile now.

Submitted(+1)

This game is underrated! The game is so good and smooth. Simple but great! The art and the direction is awesome, I loved it!

Developer

Thank you, I went a little out of the box with this project in some aspects. I've been learning Blender the last few months, and wanted to build a 2D game to keep from forgetting what I have learned.  I seen the wild jam, and decided a game jam was a good choice. I wanted to make something simple, mess around with some randomness and work with a few different mechanics. 

 I will check your game out when I get some time. Thank you again.