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A jam submission

KarmaView game page

Karma is a story-driven platformer metroidvania, following a fantasy world filled with monsters, magic, and mystery.
Submitted by GroupKarma — 12 hours, 23 minutes before the deadline
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Karma's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation (itch listing)#152.8572.857
Storytelling#182.2862.286
Level Design#232.1432.143
Audio#262.2862.286
Game Play / Game Feel#272.0002.000
Overall#282.1842.184
Art Direction#282.1432.143
Innovation / Experimentation#291.5711.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • This game suffered a lot from not being polished. I think it should be fun fighting monsters but I didn't really enjoy it, it was more of a hustle and no real reason why it should be like that. I think you can introduce the magic at a later stage to give the player more progression. There are a lot of metroidvania games out there and you should focus on what makes your game unique.
  • It was too hard for me, I would suggest doing a few more passes on the player controller and the combat feel.
  • You've got all of the components of a story-driven platformer which is a rather impressive feat. An interesting story and a very nice trailer. Would've loved to feel some more of the urgency that the trailer had in the game.
  • This isn't my type of game, so others might have more valuable feedback for you. However, in a game that is 80% about walking, jumping and attacking enemies, the walking, jumping and attacking enemies must feel really good. You need to work on indicating when I hit the monsters, and if my fireball made damage. I don't know within what range my sword will hit, and how much damage my sword does compared to a fireball, for example. At the start of the game, after I take the spellbook, there is a small raised area with a red entity on it. It looks like a bottle. I can't interact with it, and I can't cut it. I don't know what it is, or if it is relevant to the story or to my activities. When something is red and all else is dark green and brown, it stands out as "different" in a game, it must mean something. Even with a "retro" art style, the player feedback needs to be more pronounced, to ensure the player that when they do something right, they will notice it. This happens with the "E" events, when I pick up the sword, etc, but it doesn't happen when I attack the monsters. I understand that the "retro" look is intentional, but the game looks and feels very flat. I would recommend going back to an old and very hard game like Ghost'n'Goblins to look for ways to get this feedback to work better. Great Itch presentation, though, and I feel interested in this story. I just cant get to the story part because of the limitations of the game play
  • I really wanted to get father into this game and explore the concept, but it's extremely hard and I didn't see any apparent way to defeat even the first enemies (even with the sword equipped). Hmm...

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Comments

Jam Judge

There's only so long I can look at "Loading game for the first time..." before I give up.

Developer

If you are encountering this issue in the gather town site (where the problem you described seems to often occur for people's games) try it out in the web build or alternatively download the game :) 

(+1)

It is very hard but has a really nice atmosphere! Those bees are going to be the end of me. Cool game!

Developer

Thanks for playing! :D

Jam Judge(+1)

A nice little side-scrolling adventure game.

One note: you need to trap input a bit, if you get near any of the objects with more than one screen of dialog and spam in the interaction key ('e') - the text will start overwriting itself and you get gibberish.

Developer

Thank you for your feedback!