Challenging game. I included it in my Godot Community Jam compilation video series, if you’d like to take a look. :)
Play game
Skrolls of Thermos's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #5 | 3.388 | 3.388 |
| Graphics and Sound | #7 | 3.592 | 3.592 |
| Overall | #7 | 3.361 | 3.361 |
| Theme interpretation | #26 | 3.102 | 3.102 |
Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Source code
https://github.com/securas/Skrolls-of-Thermos
First Godot game
You already had experience with Godot
Comments
As I said before, graphics and atmosphere reminds me Demon Tower from Night in the Woods. I liked gameplay, humor of always-weapon-seeking-but-shield-only-having character and the general challenge!
Thanks for checking out the game. I really appreciate it. I think that one may easily point out at least a dozen games over the recent years with the same style of graphics and atmosphere :). I never played Demon Tower but because of you have been checking out some playthroughs and it's pretty cool. I really must find the time to try night in the woods but at the moment breath of the wild has taken over my life :)
Great work as always on the visuals, sound effects, music and the gameplay! Controls are smooth, animations are great and the various actions available are quite nice.
Some areas are pretty challenging and you need to be a bit strategic to go through, but in some others you can just dash you way through and avoid most enemies. The health indicator was not so reliable in my experience, sometimes I would still be alive with ~5% of the health bar, while at other times I would die with ~10% of the health bar - it might be that you just triggered the death animation without finishing to update the health bar to 0.
Overall it's pretty great for a jam game, and it's fun for 5 to 10 minutes. I agree with some of the other comments that something might be lacking in the gameplay to unleash its full potential, but it's already very good :)
I did sleep a "healthy" 5h per night during the jam. However, I did quite a few tricks to simplify the assets. The only real labor was on the main character, for which I made a ton of sprites. The rest were super simple with 2 sprites for the monsters and a basic tileset for the environment. Music was also very short with 5 or 6 notes in total and a lot of repetition. Most of the time was just coding the interactions and making the levels.
Impresive, controls are fun, graphics are great, music too....
In my computer there is a little problem with the spamming. There is a big stutter in every fire, ice enemy and in every fire,ice shoot. I don´t know if is any shader loading, any particlesmaterial, but the stutter is here, and long, so you teleport and lost the action...
I know that the problem probably is not your´s, but i want to report to you because your prototype is promising...
The issue related with the frames skips is this: https://github.com/godotengine/godot/issues/17263
It´s not fixable at the moment, i try a bunch of workarounds in your code and none of them seems to work... (included one that suggest reduz in the topic)... I think that is not simple question that can be accomplished hacking 2 or 3 lines in the codebase of godot, so i hope that any main dev take care of this.
If i execute your game in gles2 there is no stutter (but there is no particles, only black eyes and white balls....) so is the particles material compiling in graphic card...
Hi... more news... I test and test and test your project. Godot make a big spike (about 30-50 frames) every time that you add a viewport to the scene (i think that viewports aren´t dessigned to this use). If you redesign explosion.tscn,ice_explosion.tscn, ice_enemy.tscn and fire_enemy.tscn to not have any viewport, there is no stutter. So ,in this case, is not particles problem (until particles are in the viewport).
Other question: I recommend you for a tiny game like this to do all preloads in your singleton and save all resources to .tres files and preload that too in the singleton, game takes more time to start ( less that a second) but you don´t read from disk in runtime (You can do the same with the levels).
Edit: I´m reporting the issue in github, so, please, wait any response from any dev before change the codebase of your game...
Again!!! Thank you so much for all your efforts. The viewports are poorly designed. They are definitely too large for what is required and I might take the time soon to size them properly. However, they are required for the effect of the flames so I can't just get rid of them easily. As for preloading as much as possible, absolutely! I just have no idea how to do that :)
Oh hey, I remember your entry for HeartJam!
Man, this is just great, very polished. You nailed the controls and the art looks awesome! The projectiles bouncing around work great, I got a double kill and it felt AMAZING, specially because you predicted that. Congrats!
Amazing! It got me for 10 minutes playing, forgetting I was playtesting a jam game. Really liked the atmosphere, the mechanics and the sense of humour, hehe. I want more!
Gorgeous look and creative adoption of the theme. Movement feels so smooth. I really like this one! The gameplay itself is not very emerging.
Visual presentation is absolutely top-notch. Gameplay doesn't leave much room for strategy, but the controls are rock-solid.
I liked this game, atleast in terms of graphics and basic idea but the execution is not something I am a fan of.
I find myself running not able to understand what to do, a minimap of place when altar can possibily be will be a fun thing. No more me mindlessly running around.
Hell I don't even use the shield any more it's quite simple to dodge and run. I was able to quite easily escape with just this, and when I had enemies on my face just shield up wait and run.
Was fun for first couple of minutes and then became a shore not able to find anything new, just those idiotic monsters. Your game is more about exploration so you should have added more things to explore. Seems boring right now.
Interesting idea for the mechanic but there's just not much that can be done with it. And since there's no consequence for death other than restarting a room there's no reason not to ignore shielding and take your chances dashing through areas if your goal is to beat the game as quickly as possible. Like I said, it's an interesting experiment but not all experiments pan out.







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