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A jam submission

Soul AscensionView game page

Carry the souls to the sky! - Presented in the Godot Wild Jam #61
Submitted by caprog, cricrak — 17 minutes, 22 seconds before the deadline
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Soul Ascension's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#43.1363.136
Controls#63.3183.318
Overall#103.1493.149
Audio#123.0003.000
Graphics#123.5453.545
Fun#123.0913.091
Theme#143.4093.409
Originality#362.5452.545

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.1.1

Wildcards Used
N/A

Game Description
Soul Ascention is an exhilarating clicker genre game where you command a cloud on its mission to carry souls from Earth to the heavens. Click to guide the cloud and vacuum souls, gaining experience and points as you progress. How far can you reach in 5, 10, or 15 minutes? Challenge yourself!

How does your game tie into the theme?
The theme of the jam is "Ascention," so I thought about souls rising to the sky and created this game where you control a cloud and absorb souls.

Source(s)
N/A

Discord Username(s)
caprog

Participation Level (GWJ Only)
I'm excited to participate with you all, and I'm also a new game developer in Godot (I started using it a week ago). Thank you for organizing the game jam.

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Comments

Submitted(+1)

Cutest clicker I've played in the last 5 years!
The art is simply adorable.

Maybe the held vacuum move of the cloud coulda used a timer or some kinda animation, to notify the player of its cooldown state.

I would also sprinkle some EVIIIIIL souls here and there that would hurt the cloud or the souls around it. Having to either smite or avoid 'em.

Developer(+1)

Thank you for your feedback. I'm taking note of both improvement suggestions. However, the idea of adding enemies is something I considered but wasn't initially convinced about. I'll rethink it :)

Submitted(+1)

Nice clicker game. Was quite fun think I made it to level 35. Only complaint: The most expensive upgrade - the self moving cloud... was by far the worst upgrade after spending that much money (especially the second and third times...) you would hope they would do more than just slowly give you 1% of what your main cloud did.

It was fun though, thanks for submitting

Developer

Hello, I've improved the intelligence of the allied clouds a bit and balanced the items a little (there's still work to be done on this, but I have the feeling that it's already somewhat better). Thanks and have a great day!

Submitted(+1)

Okay got enough from this. Great game!

Developer

Level 40 :O amazing! Thank you very much for playing :)

Submitted(+1)

I applaud how much you learned and have been able to do with Godot in less than a week!

There's obviously a lot of love put into this title (speaking of which, was there a reason why "Ascension" was misspelled? I assumed it would've been related to the game somehow). Nice clean graphics, UI, animations, sound, and a bevy of ambitious mechanics that make the eyes pop for how little time you had.

I couldn't really make heads or tails of the game design. Were there any loss conditions that I missed? I assumed that beating level after level would've led to something meaningful, but had to tap out after level 30 as it seemed endless at that point, and I wasn't sure what the progression system was (it was nice that you had an upgrade system, but couldn't really make sense of that too, aside from eventually figuring out the score threshold raises, so upgrading the eggs in particular are necessary).

So I'd say user experience-wise, there could've been a bit more to communicate to the player what to do, as well the opportunity to introduce challenges that would justify the gameplay (even a simple timer could achieve that purpose).

But it's a fun start to this idea, and I'd say the more difficult aspects that first-time developers struggle with, you nailed. I want to single out the style in particular: the unified font selection across all the labels and branding, the colour scheme, the consistent graphics / icons. It comes off like a commercial release. You should be quite proud of your effort here! 

Developer

Thank you very much for your detailed feedback! I appreciate your kind words and your observations. You are absolutely right; there is room for improvement in terms of guiding the player and providing clearer objectives.

Regarding the misspelling of "Ascension," it was undoubtedly a mistake, and I apologize for any confusion it may have caused. As for the game's progression and objectives, your comments highlight an area where I can work to make things more engaging and understandable for players. I'm considering adding clearer goals and challenges to enhance the overall experience.

I will pass on your positive feedback to my fellow designer, who will surely be pleased to hear it. We did our best despite starting late in the process, with me starting on Monday, September 11, and my colleague on Friday, September 15. I'm planning to better optimize my time for future game jams to achieve a complete gameplay loop. In the meantime, I'll continue refining the game and hope to address these issues in future updates.

Thank you once again for taking the time to play and provide feedback!

Submitted

Very cute game!

Good visual feedback with animated text and stuff. Nice music, BUT! I'd have loved to be able to turn it down a bit with a volume controller. Also, when playing not fullscreen, the shop was very large and kept popping up all the time.  I would have preferred if it stayed minimized and I could save up to my companion clouds in peace :)

Not sure if they actually can take over, making it into an idle game? They had maybe not enough "killer instinct" :D

One detail I noticed: you might want to adjust hotspot of the cursor next time. There's an option in the project settings, or it can also be set from code.

Welcome to the godot world, by the way. Very good job with this entry, learning a new engine and all!

Developer(+1)

I'm glad you enjoyed the game's visuals and music. I'll definitely consider adding a volume controller in a future update to give players more control over the audio.

Regarding the shop, that's a great point, and I'll work on improving its behavior in windowed mode.

I appreciate the suggestion about the cursor hotspot and will look into it.

"Not sure if they actually can take over, making it into an idle game? They had maybe not enough "killer instinct" :D"

Haha, who knows! In future versions, they might surprise you.

Thank you for playing and leaving your feedback!

Submitted(+1)

Awesome game! Very well polished, it feels very professional!

Developer

Thanks for commenting and playing!

Submitted(+1)

Good game! Very polished overall experience and a nice short mindless game to spend some time on.  The audio was very nice and the song was catchy. The controls and the design of the game were also pretty intuitive and easy to pick up without a tutorial. My main complaints would be:

  • The main game loop is incredibly short, you seem to get the main experience of the game after only a few minutes. Obviously, these semi-idle style of games aren't meant to have a ton of content in them, but I would've liked to see a bit more variety.
  • Some other people have mentioned it, but there is a bug with the upgrade menu closing after level up.
  • The comment below me mentioned this too but there's no indication when the suction ability is off cooldown
  • I still don't quite get what the gold coin upgrade does, maybe you could add some indication for its effect

Overall a very polished and well made game for only using Godot for a week. Great job!

Developer

Thank you, I will take the feedback into account.

The coin increases the base value of souls by +2, which starts at 1 pt. Additionally, each soul has a multiplicity value, such as 1 pt for blue souls, 2 pts for red souls, 3 pts for purple souls, and 10 pts for yellow/golden souls (the golden soul appears with a certain level of randomness starting from level 2).

So, for example, a red soul would give you 2 pts initially (2 pts of multiplicity * 1 pt base value). If you then upgrade the coin once, the base value of all souls becomes +2, and in the case of the red soul, it would be worth 6 pts: 2 pts of multiplicity * 3 pts of base value. Basically, the more you upgrade the coin, the more points you get for each soul in play. In the future, I'll work on improving the player's experience to provide this information more clearly.

I will address the rest of the points in future versions. Thanks for playing!

Developer

I fixed the menu error. I'll keep you posted if I add anything else related to your feedback. Have a great day!

Submitted(+1)

I think this game is great way to waste a little time. I would have loved to see something like a meter for the suction ability, cause i felt it was on a cooldown, but was never quite sure. 

Personally i would have loved more upgrades like the last one that passively help you gather more stuff but thats just personal taste. 

Nice and polished experience overall!

Developer

For the suction meter, do you think having a suction bar above the cloud would be better, or did you have something else in mind?

Regarding the passive soul gatherers, I'm working on making them more automated in a future version. Do you have any preferences on this matter?

Thank you for commenting and participating!

Submitted(+1)

Hm, i think maybe the cloud getting smaller as you suck and then growing again could work? Or maybe a change in colour or smth? A bar would probably work aswell, but it might end up looking cluttered.

That sounds awesome, kind of like an idle game that has a different spin then "clicker".

Developer

I agree about the bar, I'll note your other suggestion and consider it when implementing the change. Thank you for that, I'll reach out to you if I make the improvements.

Submitted(+1)

This is a very beautiful game with lots of polish all round in terms of graphics, UI, and effects.

It was fun for a while, but that started to wear off as there was a lack of challenge within the game itself. I read that you kind of had to challenge yourself, that would would if the game "enforced" it. So maybe at the start of a level/wave you challenge yourself to how fast you could complete it, then the game honours you with rewards if you beat your time or penalises you if you go over?

Developer(+1)

Thank you for your feedback and suggestions. That's a good idea you're proposing. It's true that the game doesn't have a specific objective, so I'm working on it to make the game more challenging in a future version, after the game jam ends. 

Would you like me to notify you of future updates later on?

Submitted(+1)

Of course! Happy to provide feedback on any updates!

Submitted(+1)

Pretty addicting! I just wish the menu didn't close every time I leveled up. Really took me out of the flow. Or maybe having the upgrades lined along the bottom or side to click directly. 

Developer

Thank you for playing and leaving your comments!

Developer

I'll definitely fix the menu bug after the jam. As for the second piece of advice, I'll take note of it and consider whether to implement it later on.

Developer(+1)

I've already fixed the menu-closing error. Now, it only opens if there's an upgrade to purchase after leveling up or when you click on the menu open button. For now, I'll leave the menu as is, and maybe in the future, I'll replace it with buttons on the sides. Thanks for your feedback!

Submitted(+1)

Good one, congrats, excellent idea and very well executed.

Developer

Thank you for playing my game and leaving a comment!

Submitted(+1)

Good game, good art and music. 

Developer

Thank you for your comment!

Submitted(+1)

Nice, very polished game.

It's satisfying to "pop" those souls, would be even better if there was some sfx when this happens. Art and movement of souls is pleasant to look at.

It would be nice if I could just hold the button and vacuum the souls, I think that's what the 4th upgrade does? It felt very satisfying when that happened :)

I got hooked and played till level 30, not sure if all upgrades have max level, or just the 4th one?

Cheers!

Developer(+1)

Thank you for playing and commenting.

I'm thinking of adding some sound for soul vacuuming, but I haven't come up with something concrete that convinces me and isn't too annoying for the player (especially when the screen is full of souls).

Yes, by holding down the button, you vacuum temporarily. The cloud aspiration upgrade allows you to extend the vacuuming time, and at its maximum level, it allows continuous vacuuming without a cooldown.

All upgrades have a maximum limit. I'll balance and improve this in future versions of the game

Developer(+1)

I added the sound effect for soul absorption. I'll keep you posted if I add anything else related to your feedback. Have a great day!

Submitted(+1)

Definitely way more fun (and addicting :) ) with sfx!
Managed to get all upgrades in ~30 mins

Developer(+1)

It's still a bit short and not very replayable, but I'm thinking of turning it into a rogue-lite. That way, you can replay it with new powers and improvements.

Submitted(+1)

A very nice game,  it was quite hard to understand what were the power up first but I think I got it. Well done !

Developer

Thank you! Yes, I plan to improve the gaming experience once the jam is over by adding a tutorial and a descriptions to the items.

Deleted 1 year ago
Submitted(+1)

great polish and graphics

Developer

Thank you for playing and leaving your comment!