Play game
Soul Harvester's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #41 | 3.778 | 3.778 |
Accessibility | #41 | 2.815 | 2.815 |
Originality | #46 | 3.296 | 3.296 |
Controls | #48 | 3.000 | 3.000 |
Audio | #52 | 2.704 | 2.704 |
Fun | #54 | 2.741 | 2.741 |
Overall | #55 | 2.952 | 2.952 |
Graphics | #89 | 2.333 | 2.333 |
Ranked from 27 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
One or Two
Game Description
Harvest souls and please Death and Anubis
How does your game tie into the theme?
You harvest the souls of dying people and give them to either Death or Anubis
Source(s)
N/A
Discord Username(s)
@dasukii, @napahumby
Participation Level (GWJ Only)
1
Leave a comment
Log in with itch.io to leave a comment.
Comments
I love dichotomy between Anubis and Death. the game was so much fun to play and switch sides back and forth juggling two mechanics.
If you intentionally left in the "lose everything if you switch" behavior intentionally, I do not think it is a great feeling as I made the mistake multiple times. if there is a func to process the collected amounts, I would call this func when the player changes between modes so that way it is no longer an issue, or make handing / exchanging only possible by switching.. you have a lot to play with here and can really get creative with combining these situations into a challenging decision.
losing stuff because of forgetting about something is not a good feeling for most players though
fun game though! very fun!
It's intentional so that if you accidentally collect the amount which will kill you, you can basically reset your souls
awesome!
Pretty cool game! The music switch up and different environments based on character were a nice touch. The scythe and the magnet on Anubis were equally satisfying.
Had a bit of a hard time figuring it out until I noticed the description but after that it's pretty straightforward, and difficulty aside it's a nice concept, I really like that you have to constantly switch between Death and Anubis to be able to keep going. Also, lack of sfx aside, I enjoyed the music for each character quite a bit!
The game was a cool concept/take on the Survivorslike.
I think the game needed a couple things explained slightly better. Even though the description on the page covered a bit of it, I wasn't expecting hitting the "sell souls" to end the game. Also, strange that just running out of time didn't sell the souls as well.
A timer on the attack and dash would have been nice. Side note: using the dash I accidentally aimed at the outside of the map and then got stuck on the border until I could dash again towards the center.
After going into the game, the "Exit Game" didn't work, and after ending the game and going to the "Main Menu", none of those buttons worked (in the HTML5 version).
It would have been nice if there were sound effects for actions. Also, having the people just "die of old age" seemed a little strange. Especially since they were dying so much faster than I could have harvested them, so it was almost worthless to try to attack and, instead, just run and dash like a mad man trying to collect all the souls.
A question (maybe I missed the answer somewhere), what was the point of the "Green" = Good and "Red" = Bad? I didn't quite understand how I was gaining those or what it meant gameplay-wise.
Anyway, hope this is helpful because it's definitely a good first-jam game!
Thanks for the comment!
Selling souls doesn't end the game. I'm guessing you were serving Death and gave the souls to him, which raised your bad rep, making the red scale tip and making you die. The exit game button runs "get_tree().quit()" which doesn't seem to work in HTML5, and I'm not sure why the buttons don't work after going to the main menu.
To answer your question about the good and bad reputation:
You were gaining bad reputation (red) by killing people or selling souls to Death, and good reputation (green) by selling to Anubis. If your bad reputation outweighs your good reputation by 2x, you die.
Oh also, sidenote: The main goal of the game is to passively collect the souls and not neccessarily kill them. The option to kill people was added later in development as an optional way to play.
Great job! There's a lot of cool ideas going on here! I see now what you were talking about with handling the art at different zoom levels/resolutions. Everything seems to scale just fine though! I was a little confused at first as to what the actual goal was- but you explained it well enough in the game's description.
Some sound effects would definitely go a long way and would be worth messing around with next time I think. Overall great job though!
I'll make sure to add sound effects to my future games, thanks for the comment and nice to hear you liked it!
Good idea to allow to dezoom to have a bigger view of the game, and choose how we want to play the game : close it was more claustrophobic and far more optimizing to have the more souls ^^
Overall greate game!
Thanks for the comment!
Cool entry.
Is there a really long cooldown on the weapons? Sometimes it felt like I couldn't attack, but wasn't sure why.
Thank you for playing!
I was planning on making the cooldown visual. When using Death, the secondary ability cooldown is 4 seconds and the main ability cooldown is 10 seconds. When using Anubis, the secondary ability cooldown is 20 seconds and the main ability cooldown is 10 seconds. Also if you switch sides while on cooldown, you still can't use your abilities until the original cooldown is done.
Oh yeah, that's a really long cooldown with no visualizer. Thanks.
Nicely done! Although it took me a bit to understand how to play it was a very fun and rewarding game overall great job!
Nice game, but it took a lot of time to understand how to play. I had to read twice the description and only after 10 minutes I managed to play the game normally. After I understood thought, it was fun to play. Good job!
Nice to see you liked it! I'm looking forward to trying your game as well :)
Very nice scythe throwing animation :) Some sound effect on collecting souls would be nice.
Thank you! I was planning on adding sound effects, but totally forgot about them lol.
An interesting display of special abilities. It was a fun experience, mostly felt like an easy mental puzzle where you had to figure out which would be the most efficient way of you using choosing sides.
The level felt a bit empty. With just people roaming around. It was interesting to see the whole visuals and auditory elements change when switching sides.
Either way good work!
Thanks for the comment! I realized too late that the game was very easy.
God Appyrus! A great game. I like the effect of the main skill. It instantly captures the surrounding souls.
I'm glad you liked it! :)
I really loved the music and how it changed when you switched characters. I would love to see more stuff!
Thank you! Your game was fun as well!
Pretty cool. Our games are quite similar especially with the death servant, it's nice seeing how you handled some things. There's nothing that really bothered me aside from minor things like the scale not changing or not being able to see the cooldown of the abilities. Besides that it's a nice entry.
Thanks for the review! Could you specify what you mean by "the scale not changing", if you're referring to the HUD not scaling up with your viewport, that's intentional game design and it's meant to make the game feel less cramped on larger displays.
"If the red weight on the scale reaches the bottom, you die". I played the web version and the scale doesn't seem to change, it's like a static sprite.
Oh crap, I didn't notice that! That must make the game really confusing lol, I'll try and fix that.
It has been fixed now, thanks for letting me know about this bug!