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A jam submission

Ruins of TytanView game page

A game made with Godot 4.0.2 for Godot Wild Jam #57
Submitted by spicy salsa games — 9 hours, 37 minutes before the deadline
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Ruins of Tytan's itch.io page

Results

CriteriaRankScore*Raw Score
Controls#203.1203.462
Theme#233.1203.462
Fun#273.0513.385
Graphics#292.9123.231
Accessibility#302.4962.769
Originality#313.1203.462
Overall#332.7343.033
Audio#401.3171.462

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

Godot Version
4.0.2

Wildcards Used
Checkpoint

Game Description
These Ancient ruins.. What forgotten knowledge can you uncover?

How does your game tie into the theme?
you obtain forgotten powers by killing bosses. Also, the plot has an additional link to the theme at the very end.

Source(s)
N/A

Discord Username(s)
Koot

Participation Level (GWJ Only)
2

My game has an export for Linux, Windows, & Mac and/or is playable through HTML5

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Comments

Submitted

A very enjoyable little adventure! The dialogue system worked well and I was able to play all the way through to enjoy the whole story. Good job!

I did notice that continuing is fairly buggy though -- I had to restart the game twice after dying to the second boss and getting a blank grey screen when continuing. I also died to the third boss and that time it let me continue from the same spot but the boss was completely glitched out and harmless. I took that as a win after the first two tries and just back stabbed him until he quit. XD

The mechanics were cool. I definitely got what you were going for with the spear returning to the player and the bosses having weak spots on their back when they always face you. The little puzzle with the switch across the water was also neat, though I tried to solve it early once I realized that I could flip switches with my spear by throwing it.

Overall a really nice entry. I always appreciate seeing these more adventure style games even though it's a big scope to tackle for a jam!

Submitted

I couldn't finish it because i got stuck some time after the second golem at the door, but I was really surprised with some of the things here, specifically the look of the golem and their death animation. The spear with recall as a mechanic has a lot of potential. Good entry!

Submitted

Ahhhh, I got jebaited! What a great ending XD

I do wish it had some audio, though. Would’ve really taken it to the next level.

Well done!

Submitted

Nice game! I liked the feel of exploration and the sense of the scope of the ruins and the surrounding area. I enjoyed the puzzle with the spear after the first boss and thought the mechanic needed for the solution would be useful on the next boss too, but no. Regardless the mechanics were fun.

I really liked the combination of 2D and 3D visuals and the dissolving effects looked great!

I somehow managed to break the second golem
once, it didn’t move at all after the dialog ended. That same golem worked correctly after I restarted the game.

Developer(+1)

Thanks for the comment!
actually, the solution for the puzzle could be used for the boss as well and is actually the easiest way to beat him (and the third) as the boss is slightly faster than the first one. However, I implemented a minimum velocity for the spear to actually count as a hit to prevent making it too easy, so perhaps it didn’t hit fast enough. 

Anyway, I’m glad you enjoyed it!

Submitted

Awesome work! I love the look and feel of the game, especially the animation after defeating the bosses. The combination 2D/3D style is really cool and something I might consider trying out on some of my own games in the future! :)

The controls felt pretty good and fluid with the animations, for the most part, but playing with keyboard it felt a little awkward for me to press E for dash (as opposed to e.g. space or shift). Maybe I should have tried controller but in lieu of that a remap option would have been nice.

The levels felt a little wide open / empty. Maybe some one-off overworld enemies or something like that would help? The boss battles were fun and challenging though and I imagine you spent most of your time working on those, so it’s understandable.

Nice job overall, I would love to see more if you continue to flesh this game out further!

Developer

Thanks for your comment and for sharing your thoughts! You have a very valid point on having the Shift key for dashing, as I think that works better indeed (and is the standard), but I didn’t get to it in time. Will definitely add that in an update. 

You hit the nail on the head with your guess where I spent most of my time :) and I agree that the world is quite big for being that empty. I was planning on adding some story beats in between, but as others have mentioned as well, some other enemies might be a better idea and fit for the game. I will give it some thought.

Submitted

This was a fun experience to complete, I thought the levels were a bit big to travel, but once you get the dash its pretty quick. Also loved the 3d rendered for 2d, nice addition. 

Developer

Thanks for your comment and you have a good point regarding the areas being quite big in size. It is a little to empty at this point. I’m going to give some more thought on how I can fill the the emptiness, or perhaps make the map a bit smaller.

Submitted

Great game. I played through the whole thing and made it to the end.  I don't normally do that with game jam games. The spear mechanic is nice and refreshingly unique. You could come up with some fun puzzles with that.

This game is the roots of something grand I hope you don't give up. It reminds me of games like Hyperlight Drifter and Zelda. Add some more enemy types in areas and some extra puzzles and keep expanding content.

Also the boss looks really good. Is it 3D and everything else is 2D, how did you do that?

Developer

Thanks for your comment! Happy you enjoyed it. I enjoyed creating it and might indeed take this concept further with more puzzles and unique bosses.
I also thought about adding a hard mode (you only have 1 heart) and a hardcore mode (if you die you need to start over) and a combination of the 2. Seems like some nice low hanging fruits to increase the challenge.

The boss is indeed 3D. I modeled and animated him in blender. In Godot I created a 3D scene with the boss, an orthographic camera at a 45 degree angle and a light. In my 2D scene I then added a SubViewport with the 3D scene as a child. Then finally I added a  Sprite2D and used the viewportTexture to render the viewport to the sprite. Then the most finicky part was getting the hitboxes of the fists slamming the ground to align with where they visually were (due to the angle). For that I drew some path2Ds and made the hitboxes follow those paths based on the rotation of the boss.

Submitted

Those sound like great ideas but I wouldn't get hung up on the difficulty too early. Look to expand the content of the game. I replayed it just now and most of the game is empty with large areas before transitions with just wandering. If you had an enemy to fight in each of those it would go a long way. Having a variety of enemies to fight also increases the difficulty too as the player needs to learn how to fight each one.

Submitted

Nice job! I really liked the effect you used after beating the bosses. The spear mechanic was really cool, and I really liked the uses for the recall mechanic.

Developer

Thanks for your comment and for playing! I’m glad you enjoyed it.