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A jam submission

To the BeginningView game page

A mini 3d platformer with a big theme for Godot Wild Jam #49
Submitted by strutcode, Xandruher, dreyest (@dreyestaha) — 4 hours, 25 minutes before the deadline
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To the Beginning's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#143.7933.793
Audio#163.5173.517
Originality#293.2073.207
Fun#313.0693.069
Overall#323.0493.049
Theme#452.9312.931
Accessibility#462.4482.448
Controls#532.3792.379

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I won! that was HARD!

Controls and Camera are a BIT unstable...

But its very beautiful! very good job!

Submitted(+1)

This is really ambitious - I love the theme/gameplay, and it's really fun to play (although I haven't beat it yet, I am stuck after the 3rd checkpoint! I'm determined to beat it though). Supporting dual-analog stick controls would be amazing. The music is really cool, but adding sound effects would go a long way.

Developer

Thanks for the encouragement! I agree for sure on the input methods. At minimum controller support should have been there as it likely would have only taken a few minutes. I'll learn from this and put a higher priority on accessibility next time! SFX and more juice are also a high priority for the next go around. :D

Submitted

This is really ambitious - I love the theme/gameplay, and it's really fun to play (although I haven't beat it yet, I am stuck after the 3rd checkpoint! I'm determined to beat it though). Supporting dual-analog stick controls would be amazing. The music is really cool, but adding sound effects would go a long way.

(+1)

Is that a giant turtle? Because if so this is the third game this jam with one lol

Developer

It is in fact a giant turtle. Coincidence? I think not!

Submitted(+1)

It is very beautiful! Good Job! The game has some potential but it needs a lot of polish especially the player character who slides quite a lot I think.

Developer(+2)

Thank you for the encouragement! I'm strongly considering expanding this into a more complete version as there were quite a few art assets left unused in this version, plus a ton of ideas and intentions that just didn't make the cut. Comments like this definitely nudge me in that direction. <3

Submitted

Yes, you should! I am looking forward to playing more of it in the future!

Submitted (1 edit) (+1)

I really liked it! I liked the idea of climbing that barely stable turtle, music and graphics was nice, overall cool.

I feel like the floor sliding was a little too unforgiving and the camera movement was disorienting a bit.

Additionally I would not call that dash, as it is simply sprint and then jumping with higher speed.

Developer (1 edit)

This is really good feedback! I assumed I had called it "sprint" but the description was written in a hurry. I'll make sure to choose my words more carefully next time! I think increasing the friction a lot when on or near the ground would have been a really good idea, and the camera controller could have definitely been better! A third person view was probably a bit ambitious for a jam haha

I'm glad you liked it in spite of the flaws and thanks for playing!

Submitted(+1)

I had fun playing this and enjoyed the feel of the platforming. Only complaint would be the mouse sensitivity was extremely high for me. not sure if this is because I'm on a 144hz display or if that's the movement speed everyone experienced but the slightest movement would spin the camera so fast.

Developer

The mouse sensitivity is definitely an oversight and is probably dependent on screen resolution. I used a fixed number for testing and never went back to calculate a number of degrees per screen width like I usually do for camera control. Sorry to hear that it negatively impacted your experience but thanks for playing anyway and for leaving feedback! I can't wait for the next one :D

Submitted(+1)

It took me a while to beat it, and it was quite the journey. I love the concept of getting to the top of this large turtle creature thing, and the freedom to view the creature in its full glory at any time is a fun touch, and I also enjoy the micro-scenery changing from the creature's body, to the shell hills, and finally the white tower thing.

 Also it took me a while to figure out how the dashing works, and it feels a bit, ahem, unstable to use in that once you hold it and then jump, it is really hard to control your momentum even when you let go of it. The checkpoint system could be improved by making it more lenient (like maybe giving you the checkpoint as soon as you land on the platform), since on a few occasions I would land on the platform but fall off due to having too much momentum from the  dash.

Lovely game, great concept, good job!

Developer

Good idea! I had felt the same way about the checkpoints and I ended up increasing the size of the hitbox quite a bit but I like the idea of expanding it to the whole platform much better. Creating something on this scale without tanking performance or getting into heavy duty LOD stuff was a fun challenge, so I'm glad you appreciated it. :)

The character has greatly reduced (though still some) control in the air which is part of why it might feel pretty floaty. There's definitely lots of room for improvement there and feedback like this is very helpful so thank you!

Submitted(+1)

Awesome awesome game! I had a really good time playing this. The sense of scale you were able to create felt amazing. I was impressed by the number of additional mechanics you added like climbing vines and the launch pads. The character controller was a little slippery, but I felt like the difficulty was in the perfect spot for me. It was so rewarding to get to those flags!! Only issue I had was that I had to restart a few times due to flying away when trying to climb the vines at the beginning on the leg.

Developer(+1)

Ahaha, I thought for sure I had fixed that flying away while climbing bug. Good feedback, I appreciate it! I'm really happy that you enjoyed this frantic little attempt at making something playable. :D

Submitted(+1)

I did it, whoo! :/) Actually, the beginning here is more complicated than the rest. Jumping blindly isn't much fun. At first I didn't use dash at all, but then I got the hang of it. It's a pity that there is nothing special at the end, but getting through this without closing the game was a small victory over yourself :)

Developer

Congratulation on reaching the end! You are definitely right that the difficulty scaling didn't turn out quite right. Ah the trouble of overscoping. There were meant to be intro and outro cinematics of some sort as well but it just didn't end up working out. Lessons learned for next time for sure! There is a back story and it could be fun to incorporate some mystery elements so I'll remember that. :)

Submitted(+1)

I'm in the same boat as some other people, I didn't get to see enough of the content because I couldn't make jumps and got stuck in some parts of the model. I think you guys created a really good atmosphere, and just the controls need improving for some players like me. Also, maybe release a playthrough video so I/we can see the rest of the content! :)

Developer

That's actually a cool idea! I'm not sure where the best place to put the playthrough video would be but I'll most likely make one. Thanks for taking the time to play anyway!

Submitted

Just post it on the game page I reckon, people will find it. :)

Submitted(+1)

After 10 tries, I still couldn't reliably get to the second platform. I realized that the camera angle was affecting my forward velocity, and tried to take advantage of that, but then I couldn't see where I was jumping. So I started losing patience. I made it as far as the 3rd platform a couple of times, but always slid off before I could grab the ladder/vines.

Sorry I couldn't see the rest of your content. From the comments, it sounds pretty cool.

Developer(+1)

It can be tough! I did my best to make it playable by adding some leniency in the jumps but it can be very difficult to judge how hard things are when you're intimately familiar with the mechanics. :D

Thanks for playing anyway!

Submitted(+1)

That was such a long trip. There was moments of frustration for sure but the feeling of wanting to know more, what's on top, was greater :) good job

Developer

It was never meant to be a successor to Getting Over It, but I guess that's kind of the direction it went in isn't it? XD

Thanks for your feedback and for playing, it's been a fun jam!

Submitted(+1)

 Welp, you already have received tons of quality feedback, but here's my two cents haha

 The feeling of progress that you get when climbing the turtle is reaaaaaly good. You get higher and higher, the difficulty climbs up as well, the stakes get bigger... really nailed the feeling.  This and the curiosity to know what's on top of the game kept me playing for longer than I expected, despite the simple gameplay.

 The controls were a bit too floaty and the camera too fast, but I guess that adds to the challenge. Maybe adding some ingame control indicators would also help players understand that you can run to jump farther in some places (I had some trouble understanding tha shift runs, instead of dashing you in the air, just like in Celeste haha)

 Anyway... really good game people 👍

Developer(+1)

Aw man, I just picked a mouse speed that felt good for my mouse and never got around to properly tuning it or providing an adjustment. Sorry to hear that it was too sensitive for your setup! I can definitely see what you mean with the movement being a bit too floaty as well, so that's good feedback!

A UI of any sort would have been a great addition for sure! I'm still trying to figure out how to make sense of Godot's UI controls so I didn't have quite enough time even though the intent was definitely there. I hope you had fun exploring and thank you for playing! :D

Submitted(+1)

 Don't stress it, Godot's UI nodes might be a bit strange at first, but I believe 3D stuff is quite harder... so soon you'll get the hang of it! :)

 

Submitted(+1)

This is a great concept but a little rough around the edges. The design and ambition here is high. The graphics and music work well. Unfortunately there are a few negatives: The camera control (a few other reviews have mentioned this). The jumping is basic and could do with double jump and a bit of leeway for the player to make mistakes with timing. But the worst bit for me was the glitching - I got stuck jumping, falling and climbing on the model in various ways and couldn't find a way to reset without quitting the game and restarting.

This is a shame because I ran out of patience and never made it to the top of the climb and I still want to see what's up there!

Developer (1 edit) (+1)

Thanks for playing and sorry you ended up frustrated! I think I didn't call out enough that you can press R any time to restart from your last checkpoint since that seems to be a common feedback which I took for granted during development. :)

Definitely some more variety in the platforming mechanics and some better communication of the intent and environment would help a lot. It ended up being not at all obvious but the stage of the walking cycle that the creature is in has a pretty significant effect on your momentum, pushing you forward and back as it swings its leg and up and down when it lifts and steps. It was a very intentional inclusion but just didn't end up working that well without more polish.

Submitted

Oh wow, I didn't realise the creature was moving and affecting my momentum. You were seriously ambitious! Like I said -  you have an incredible concept here, it was perhaps a little out of the league of a jam, even an extended jam. But can't fault you for trying. Well done

Submitted(+2)

Very cool game, nice job! I think the game would benefit a lot from increasing the height of the respawn plane with successfully reached checkpoints. Otherwise you always end up hitting scene geometry on the way down and have to manually jump off to get back to where you were before.
One time I even hit a checkpoint right at the start when that happened, so basically all of my progress was reset.

Also I climbed the vine at the start and kept pressing W, the game applied a constant force pushing me upwards so I was able to skip a decent chunk of the starting area. Maybe add an area around the vine, once you exit that you stop the character moving upwards...

Developer(+1)

Great feedback, thank you! I did notice that climbing could glitch out sometimes and a check for whether the climbing surface is still present which automatically turns off climbing mode would have been a good idea for sure. A better checkpoint system is definitely a given as well! Thanks for playing. :)

Submitted (2 edits) (+2)

As a big Shadow of the Colossus fan i have to say: great game! Really nice character design as well. As others have mentioned already...it's a bit tricky to get enough speed to reach some platforms when your camera is not aligned properly. 

Not a big deal though. Great entry! 

Developer(+1)

That's a good point! I know that the movement of the creature can also help or hinder you which makes some jumps tougher than others depending on the timing. I intended to do a much better job of communicating that but ended up being too rushed! Shadow of the Colossus was definite a big inspiration and kind where my mind went when I thought of the unstable theme paired with huge creatures. :D

Submitted(+3)

The game looks stunning! Main only problem was the unstable (very original pun) speed relative to the camera, got stuck at a few jumps until I fond that I needed to change the angle sometimes.

But again, loved the visuals, congratulations!

Developer

Uh huh, you see the camera bug was all part of the plan from the start. Just me playing in to the theme. :D

Submitted(+2)

The game is beautiful, it must not have been easy to make in such little time ! The two music tracks are very good and fit the climb of a giant turtle (adamantoise ?).

I only had two issues while playing ; first, the speed seems to depend on the camera's position, which means your jumps differ depending of the angle of the camera, but I suppose it is just a little hic in the code. The second one is that the fallzone that brings you back to the last checkpoint isn't readjusted at the height of the latter ; which means when you fall from, let's say the third area, you can fall on a platform from the first, it slows the pace of the game because you have to jump by yourself in the void to tp to the checkpoint and if you're really unlucky (as I was) you can fall... directly on a previous checkpoint, activating it ! I wonder if you were gonna implement checkpoints at first, considering the name of the game ? It would have made a rage game.

Anyway, those aren't big issues. To The Beginning is impressive and is a great submission. Congrats for your submission !

Developer (1 edit) (+1)

Great feedback, thank you! I did notice the camera issue but totally forgot to fix it after getting wrapped up in the many collision issues. I had also intended to implement a system that ordered the check points so you couldn’t accidentally go backwards but I guess this is the nature  of a jam! There is a button to  restart manually but there was also meant to be many more “reset zones” to help with that which didn’t quite make it in either. :D


Maybe I’ll end up doing some kind of postmortem of the development process but it was a lot of fun and I hope you enjoyed it!

Submitted(+2)

Really impressive 3D work on display here. I love the concept of climbing up a giant creature