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Dammit, I summoned the wrong ghost.'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #39 | 3.778 | 3.778 |
Controls | #40 | 3.389 | 3.389 |
Fun | #100 | 2.722 | 2.722 |
Originality | #106 | 2.889 | 2.889 |
Overall | #106 | 2.825 | 2.825 |
Audio | #114 | 2.778 | 2.778 |
Accessibility | #143 | 2.167 | 2.167 |
Theme | #178 | 2.056 | 2.056 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2
Wildcards Used
Transfer Takeover
Game Description
A Zelda like attempt
How does your game tie into the theme?
The world were the game is setup has it's own folklore
Source(s)
No
Discord Username(s)
@bloomsarri
Participation Level (GWJ Only)
Once
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Comments
Hello! What a great character animation set. I really really like the way they run with the bat slung over the shoulder, and that there are separate animations when running left or right to keep the bat in the right hand. That's a small touch, but it really feels good.
It's entertaining to imagine a thug running through a classic Zelda dungeon with a baseball bat. I want to know more about the character.
There's potential here.
That "small touch" may have taken me too much time tho, I probably should have just made an illogical animation but more content instead...
In the base idea, i thought of more than one dungeon, but let's not get ahead of myself, with a week or so of hard work I only made a running guy
Yeah, I can empathize with that.
I was fortunate to have a skilled artist on my team. Your animation far surpasses anything I could manage in a week. I would basically have had the opposite problem, where it would have ended up looking and sounding like garbage.
I wouldn't underestimate the value of aesthetics. They give a game its charm; without it, it's hard to get people to even give it a chance. Hang in there!
Hi, I enjoyed the experience, it's so bad you didn't finish it, I liked the animations and especially the controls. It would be nice though if there was an indicator on the screen for the button to switch to spirit ("L"), I discovered it somewhat randomly hehe.
But overall, I see a good start, I wish you all the best on your gamedev journey, and I hope to see you in the next jams! 🥳
Sadly a major bug in development made me scrap the tutorial for the ghost, that's why neither that nor the menu is said anywhere. Thank you for your encouragement!
I know the game is not finished, so I will focus on the things that are in the game. The music. Oh, it's way too loud and at some point, there's like two layers of completely different styles tracks that sound awful. Also, the "doors" or passages between rooms, could be more distinguishable, some of them have walls like the rest of room. Okay, now the good part, the visuals are really nice and the controls feel pretty good as well. Too bad you couldn't finish it.
Thank you for the very information feedback! I will work harder on the music for the next time, and will do a whole rework on the affordance of the elements of the game. Glad you enjoyed the rest tho !
Couldn't load the game in Firefox but switched to Chrome and loaded no problem.
Loved the animations and overall aesthetic! Great start for a little dungeon crawler. I liked the ghosts blast attack and thought the little mana recharge gauge was cool. My only real complaint so far is that the music gets to be a little bit grating after the first few loops. Otherwise it was cool, hopefully you keep working on it!
I apologize gor the music loop, I didn't put enough work on it and even forgot to add some minor fixes to it that could have made your game experience less worse..
Had some promise, i agree with what some of the others said, the zelda feel is there and the animations quite neat. Kinda sad we never got to the folklore part of what could have been. Either way keep it up and gratz on submitting something! We all know how hard it can be
I guess that the folklore part I had in mind was way out of scope sadly... Thank you for your encouragement!
Wasn't clear what to do so I didn't get too far but it has a lot of potential! If I could give one piece of feedback, I'd say it feels strange that the enemies come in at diagonals but we are only able to move/attack in four directions, but maybe that's just me.
Hello, the lack of direction is quite annoying, i apologize. Thing is, each capacity was supposed to have a tutorial for it, but due to overscoping, I couldn't put any of those said tutorial. Hope you did enjoy the game tho.
For the 8 direction of the enemies, it was planned for your character too, but as i worked on it I realized it would be too much animation as the character is asymmetrical.
Despite not being finished, the art and some mechanics are well implemented, maybe it was too big an idea for the jam, but it's good that you at least managed to upload it.
good job :D
Thank you for the feedback! I hope I won't overscope again for the next jam
Echoing what others have said, despite not being finished, there's still good stuff here, like the character animations and the combat. You said if you did keep working, you'd start over and I think that's a great idea. Make a fresh project then pull over the things you want to keep, cleaning them up and you'll be much happier and gain a stronger sense of how to structure things.
Thanks for the advice! I think I am rested enough to get to it now! Hope the small things I have done was enjoyable!
Ambitious project for such a short jam as a solo dev! I applaud the bravery! I'd be up for playing again with a fuller dungeon!
The line between bravery and foolery is quite small in this case, thank you for the feedback!
For a Zelda-like, this game definitely nailed the core mechanics, it feels really familiar. I hope there can be more to explore in the dungeon XD
Thank you for the feedback!! I'll go right away to make more content!
Despite not being finished, I can definitely see some great potential here. The character animations are great, and the combat feels really nice! Hope you continue working on it :)
Thanks for the feedback, but the spaghetti code in the background made some simple task like adding a lever bugged... I don't know if I will continue working on it, but if I will, I'll have to start over lol
An ambitious game - I can see the Zelda influence straightaway! I really like how fluidly-animated the main character is. Sadly, I didn't get very far in; I figured out that I can use the ghost to get past ice blocks, but not what to do with that knowledge.
Hi ! Thank you for the feedback! About the "ice blocks" (It was supposed to be water lol), you are supposed to travel it using the dash. Normally you'd have a dedicated tutorial for it on a room, but I wasn't able to put that in