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A jam submission

NazarView game page

A short puzzle game / ritual
Submitted by GadMas
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Nazar's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#143.7503.750
Theme#303.4173.417
Graphics#353.3333.333
Controls#422.8332.833
Overall#442.9232.923
Accessibility#462.4582.458
Fun#472.5832.583
Audio#552.0832.083

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.4.2

Wildcards Used
Animism, Superstitios

Game Description
Its a short and small puzzle game

How does your game tie into the theme?
Performing a rite of spoken word in the correct sequence as part of a big ritual. Performed by a middle eastern spiritual amulet come to life

Source(s)
N/A

Discord Username
GadMas#5120

Participation Level (GWJ Only)
0

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Comments

Submitted(+1)

Neat small puzzle game. Congrats on your first entry, keep up the good work!

Submitted(+1)

The Art was good and the controls where good.
I didn't like that there is no feed back to tell if you get a puzzle correct, there would potentially be you could get all the puzzles but one right and never complete it, there is no Conversion to numeric in the game which would save the player so much time as it's not fun having to keep looking it up or doing it in your head.
I thought it matched the theme well and it's very original, I liked the idea but thought it's far to complicated for a GameJam game as this would need more explaination and feed back to pass puzzles without causing frustration.

Developer

Yeah the missing feedback sucks hard :/ didnt have the time. The Conversion idea is pretty good, maybe i will implement it later :)

On paper the hardness is fine but ingame its more frustrating, true.

Submitted(+1)

Neat game for the first entry. I liked the artstyle/feel and the music!

I'd somehow restrict the player from mashing up the buttons btw.

Developer

Yep is on the list of todos ^^

Submitted(+1)

Nice job! The puzzles were pretty difficult to solve, it took me a while to get through them all. Very impressive for 3-4 days. Good game!

Submitted(+1)

Cool puzzles, took me some time to solve them all. Only thing is that you could have spend a little more time writing the letters, some were pretty hard to identify haha!

Submitted(+1)

Loving the graphics and the feel of the game. Not loving how stupid I am being unable to solve any of the puzzles! lol!

Submitted

Love the art!

Submitted(+1)

Cool idea!

I liked the puzzels and overall atmosphere.

Submitted(+1)

Really nice game, the puzzles were entertaining, and the art and animation of the eye were great, good job

Submitted(+1)

Interesting concept, goodjob!

Submitted

I like it! The idea is good and have fun with the puzzles. Would love some music control to hear it a bit louder. Good job!

Developer(+1)

Thanks for playing, yep the music is way louder in the engine, but settings would also help with accessibility. Ty for the idea

Submitted

Are you using _physics_process for processing character controls? If so, that I recomend you to do it in _process the movements will be much smoothier

Developer (1 edit)

Will look into it, thanks!

Edit: I did, to smooth it out you should still use physics process and use the fps to interpolate. Maybe i will try this next time. :)

Submitted(+1)

Not entirely sure with rnddom comment, it is widely recommended that anything that has to do with player movement and physics, needs to be in the physic_process to properly function.

Submitted

lol I had the same thought. Why would one do it in the non-physics process? Well unless you're just translating player movement rather than moving with physics I suppose?

Submitted
Deleted 1 year ago
Submitted
Deleted 1 year ago
Submitted

I think this might be helpful


https://docs.godotengine.org/en/stable/tutorials/rendering/jitter_stutter.html

Submitted

Ok I got this. You cannot notice the movement jittering if your display is running on 60fps, but on 165 for example it is noticeable

Developer

yeah physics process is always on 60fps and I only have 60hz on my screen

Submitted

Ok, seems like this issue appears only if your display fps is higher than _physics_process frequency. You can try it out by lowering _physics_process frequency in the Project Settings -> Physics -> Common -> Physics FPS. For example you can set this value to a 10 for example and see how movement become jittery.
This page tells:
Godot 3.1 does some improvements to this, from allowing kinematic bodies to be animated in the regular _process loop
So I think that the affirmation like "Kinematic body movement should be handled in _physics_process only" relates to versions below 3.1

Submitted

Wow, the puzzles are actually neat! at first I couldn't move because my first instinct is to use the AWSD keys but then realized that I need to use the arrows which make sense because I need the typing keys to do the ritual. I wish the music were a bit higher because it's good and fits with the game.

I would recommend doing some sort of punishment if the player kept spamming the keyboard without checking the pillars for hints, that would encourage the player to really put their mind into these puzzles.

I like that you play as the blue eye 馃Э, coincidently I received this as a necklace gift and said that it will protect me from evil spirits :D.

It's a really nice puzzle game!

Developer(+1)

Thanks for the long review, I noticed both points too, but music was added 30 min before publishing and in the browser it is way less loud. Feedback for wrong and right answers is missing, I totally forgot that point / time crunch was to real ^^.

Lesson learned :)

Submitted

Yeah, I noticed that there isn't a time before submission which means you have missed the original deadline like me :'D 

Submitted

Lighting and visuals are really nice, but I can't figure out how to actually input solutions to the puzzles.

Developer

Stand on the ritual octagon and just press the key correlating to the answer of the two or four puzzles/pillars