I just posted a major update, if anyone wants to try to replay the game
Play game
Chapter 1: Wrath of the Gods's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #20 | 3.750 | 3.750 |
Accessibility | #23 | 2.917 | 2.917 |
Controls | #34 | 2.958 | 2.958 |
Fun | #35 | 2.917 | 2.917 |
Overall | #39 | 2.952 | 2.952 |
Graphics | #42 | 3.000 | 3.000 |
Originality | #52 | 2.667 | 2.667 |
Audio | #56 | 2.458 | 2.458 |
Ranked from 24 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
Textless, Windy, Mythical Mashup
Game Description
Edgar the Adventurer has found the last ruins of the gods.
How does your game tie into the theme?
Once Edgar takes the treasure, the gods blast down rain to punish him. He is only safe in the god's shrines.
Source(s)
N/A
Discord Username(s)
Anonymyst
Participation Level (GWJ Only)
4
My game has an export for Linux, Windows, & Mac and/or is playable through HTML5
Comments
Great job, I enjoyed this :D
I was able to reach the second statue, but I fell stuck before the third - even having seen your play-trough. Overall, the controls are really responsive and felt fair - meaning that I cannot blame them for having fell so many times :') Also, the parameters of the player's movement fits with the platforming level design: he jumps at the right height and time, which makes the game truly polished. Congratulations!
If i may, sometimes the camera was a little frustrating: having such long jumps, I would have liked a farther zoom, but instead I found myself jumping in the void without knowing what's beyond the screen. This requires the user to try different path at random, and increases the difficulty giving the game strategy a memory layer. If that's what you were looking for (re-playing until you know the way by heart), it worked well! Otherwise, you may reason on direction hints and larger views.
Besides that, your game is a really solid entry, and I had fun playing it despite its difficulty (or thanks to it?). Again, congratulations and keep going! :))
Thanks for playing and the detailed review. Yeah I originally had a bigger display but the fps suffered and background did not look great. My problem was I built the map so I knew exactly how to play, maybe I could introduce a Zoom out map when at the shrine or something to give you the feeling of exploring, your character is an "explorer" after all.
Nice art and gameplay, really liked it!
I had fun exploring different routes and trying crazy jumps, personally, I appreciate the difficulty level.
The vibe here is pretty good! Like most of the others here, I only made it to statue 2 where I finally noticed that wind influences your jumps. I could not get the wind to turn in my favor for that one gap, and reading the comments now I see there was a bit more to it. A bit difficult to find out, I guess, but you did specify this on the game page ;)
You implemented a lot of nice features in there (wind , slope speed decrease, weather effects..), which makes the game feel very polished. Nice!
Thanks for playing and glad you appreciated those details - spent the first half of the week to make those elements come through - this was my first platformer and first time using parallax background - definitely will not be my last.
I might upload a video which people can watch to help them if they get stuck.
Fun game, I made it to statue 2. I like the water effects
Not sure if it was just me, but the character was stuttering a lot when moving
Flight of the Valkyries hahaha The game itself was fun, I always like time pressure challenges and I took the challenge, but same as someone else from the comments I was not able to get further than the second statue! I also had that weird music layering bug. Still was interesting and good job!
Good work!
The
initial flow of the game encourages the player to progress faster
because of the flood, it was quite simple at the beginning and the
visuals were nice to look at too, I like how the weather dynamically
changes. When the fish was introduced the flow felt somewhat
conflicting to me, it seemed like the game wanted me to slow down (I
figured, that if I don’t jump right away and wait at the end of the
platform, the fish will jump and fall, after which I can safely go
further), while still encouraging me to go fast (the flood was still
coming).
The implementation of the textless approach was
really good, I found the controls and options intuitive to
understand.
I noticed, that when I start the game, the
music from the menu doesn’t stop, so it continues to play together
at the same time with the level music.
I didn't get too far, I'm afraid, but I enjoyed what I saw! One problem I noticed is that the music seems to layer - I had two renditions of Flight of the Valkyries playing at once.
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