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Crystal Bastion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Haptics - Did the entry make good use of haptics? | #1 | 3.000 | 3.000 |
Audio - Did the entry make good use of audio? | #4 | 3.667 | 3.667 |
Overall | #6 | 3.444 | 3.444 |
User experience - How well was the user interaction implemented. | #7 | 3.500 | 3.500 |
Theme incorporation - How well did the entry fit the theme. | #10 | 4.000 | 4.000 |
Fun factor - How much fun was the entry to play. | #10 | 3.167 | 3.167 |
Originality - How original was the entry. | #13 | 3.333 | 3.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot version used
["3.6"]
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Comments
Very cool concept, missed some urgency which made the switching between two characters feel more like a gimmick than vital to the gameplay. All in all a good and fun game with loads of potential!
interesting take on defense. I had trouble getting the sword to swing properly, and also the stairs felt a bit weird.
Fun action/defense melee/shooter game. I enjoyed the enemies with the crystal heads. Kudos on finishing this for the jam.
I think my biggest enemy was the stairs - what kind of colliders did you use for the stairs? I had the hardest time getting onto the stairs, and then when I'm on the stairs to reach the top of where the stairs go, I seem to fly off the other side and overshoot.
Thanks for the feedback!
The issue with the stairs is more about my character controller. Since I’m just pushing a rigidbody around, I was getting stuck on the staircase since it was too steep. As a band-aid fix, I updated the movement controller so that lateral (XZ) movement would be applied on the plane defined by the ground normal, rather than the plane defined by Y-up. The end result being that the player has more Y-velocity than they should, once they reach the top of the stairs, and ends up flying off.
https://codeberg.org/request/crystal-bastion/src/commit/9e9a08b7ba6127817d6f3fc90e11faf7db3dc72a/assets/scripts/player/movement/player_state_grounded.gd#L48
The staircase is a simple StaticBody3D with a handful of box colliders, the issue was just that the staircase is too steep
I recorded my playthrough