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A jam submission

CalefactionView game page

Dodge enemies and reach the exit while keeping your temperature balanced.
Submitted by Xydium — 2 hours, 55 minutes before the deadline

Play game

Calefaction's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics and Sound#193.1253.125
Overall#422.7402.740
Gameplay#432.5632.563
Theme interpretation#652.5312.531

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Source code
https://github.com/Xydium/Calefaction-GodotJam

First Godot game

No

You already had experience with Godot

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Comments

Juicy game! I included it in my Godot Community Jam compilation video series, if you’d like to take a look. :)

Jam Host

Very cool atmosphere, agree with the others about ingame instructions and walls being hard to distinguish from the floor.

Also, the chromatic aberration/screenshake was nice at first, but gets very intense when cornered by multiple enemies. Some upper bound would be nice there.

Very smooth movement and graphics!


Jam Host

Awesome look 'n feel, the visuals, sound effects, music and UI are all very well designed and polished. The controls are very smooth too, so it all starts very well.

Then the gameplay is a bit tough to understand at first, due in part to it being so fast paced (and IMO quite hard) as soon as you encounter your first enemy, and the difficulty to distinguish between path tiles and walls. Still, I died a lot, cornered by enemies, but kept on trying :)

I had to check the itch page for controls though, I strongly encourage to always document controls in-game if not obvious.

Overall great work!

(+1)

I love the controls - the movement is super-smooth. Enemies are tough and fast, which gives a good amount of tension.

I really needed some instructions at the start to know what I was doing and what the UI bars meant. It was not at all clear how the temperature mechanic tied in.

Submitted

Uau! This was hard! But the effects are really good!

Submitted(+1)

It was very hard to discern which tiles were walls and which tiles where not walls.

Developer

I had a few ideas to resolve that, all of which would have required more work than I had time for during the jam. First, re-doing the pixel art to have consistent, stronger contrast between the floor and walls. Second, a shadow-cast effect with the wall tiles, likely using another shader. Third, layered tilemaps, so that walls do not have to use an entire tile and instead are overlayed above the floor tiles, to make the difference more defined. I’ll be testing all of these for later versions, alongside reducing the strength of some other visual effects, as together they can cause eye-strain.

Submitted (1 edit)

This game was a lot of fun.  I really liked the effects and the feel of the movement.  I also got mobbed by enemies into oblivion a lot haha.  

Developer

I'm going to upload an update to "fix" the enemies soon.

Submitted (1 edit)

I liked it but also experienced the getting stuck-in-a-corner-without-being-able-to-restart issue. Movement was satisfying and the enemies are somewhat anxiety inducing so that's good lol. Also really liked the chromatic aberration effect when getting hit.

Developer

I'm glad that you liked the movement mechanics. I was worried that the wall-bouncing might be annoying since it impedes moving through narrow passages at high speeds, which provides another incentive to go slower.

Choose the corresponding platform to the files so it shows on the game list :)

Developer

Fixed it, thanks for the tip.

(+1)

I really liked the feel of the movement, the game seemed interesting too bad that I got stuck too many times because enemies surrounded me and there was nothing for me to do (or I couldn't figure out what to do).

Developer

Thanks for the feedback! I considered letting the player pass through enemies, but it eliminated most of the difficulty, so I decided to leave it in the game. What I should have also included is a way to restart when trapped (at low temperature, it takes forever for the enemies to kill the player). To try to balance the effect I adjusted the enemy tracking, so that they stop following after five seconds without line-of-sight. But, if backed into a corner, there is almost entirely no escape, except for the occasional physics glitch.  The best thing to do when pursued by many enemies is to slow down and let the temperature drop. Their tracking range decreases to 100px and their speed to 400px/sec when the temperature is zero, which is a little more than three tiles long and allows for out-running them.