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YesterSol's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.500 | 4.500 |
Fun | #1 | 4.250 | 4.250 |
Sound/Audio | #1 | 4.000 | 4.000 |
Visuals(Graphics) | #2 | 4.500 | 4.500 |
User Interface (UI/UX) | #4 | 3.750 | 3.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://youtu.be/6k02_yAVcM4
Developer Feedback Questions
Thanks for playing!
Let me know if you find any bugs!
Eventually I'll add a dialog system and NPCs to help with story telling. Let me know if you have any other suggestions or story ideas :D
I will be releasing this on Steam someday! Wishlisting on the Steam page is greatly appreciated~
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Comments
Very fun and fluid gameplay. Easily picked up on how to maneuver around the map with the spear and dash. Bosses were sensible and challenging. Not sure if it's a bug but U removes UI even when the map is up. It looked like the game froze because I did that.
Started playing this for a bit, feels pretty good so far! The main mechanic is somewhat reminiscent of Fishbane (which I’ve only watched, never played) and has some really neat potential I think. The vibe you’re going for works very well and the music compliments it nicely. Level design also seems pretty good so far, with a nice open-world feel and hints of future upgrades.
Since this game in its current state already feels quite polished, I’ll be a bit nitpicky here:
I thought the beginning of the game felt a little slow, culminating in a first boss fight that I felt could have been almost half as long while still bringing the idea across. Might also be partly due to the character, while feeling generally very good to control, does feel a little slow. Apparently there will be a dash upgrade later in the game, which I hope will counteract that a bit.
Generally, the lighting effects looked pretty good, but sometimes they hindered readability a bit and on my very much non-gaming (but somewhat modern) laptop, the framerate already dropped to 40 fps. An option to reduce those effects might be nice. (In general, I think the game might be at a point where it’s worth considering putting some work into a settings menu)
I haven’t gotten very far in the game, but right now I’d love to see some more puzzly uses for the spear than just to make impromptu platforms. Maybe that’s already in the game in later sections, though?
Anyway, as I said, those are nitpicks and the game as a whole feels very good already. I’ll definitely keep playing this and when this gets a full version, there’s a good chance I’ll buy it. Great work, keep it up!
Hey thanks for the awesome feed back! I'll add it to my notes now :D Yeah I hope to have some settings for the lighting effects and I will definitely make the first boss shorter~ also I'm trying to make a phase 2 that changes it a bit as well. Thanks again!
That's a fantastic entry! Super fun to play and awesome graphics + visual effects.
It's a little hard to play with keyboard, but we managed to get to the temple. My nephew is giving you 5* :-)
Tell your nephew thanks! :D It works with most controllers if you got one~ thanks for playing!
This game is really polished. I like it. I have no complaints. This actually so, so good.
Thanks! That's great to hear :D
I didn't play this enough to rate it properly but I wanted to mention that the menus don't scale well on an ultrawide monitor and I couldn't figure out a way to rescale the window.
Oh thanks for letting me know! I just threw those images in so they are probably not anchored right haha. Also, I've never checked on ultra wide monitors~ I'll look into it!
OK I went back and played a little more. It's well made and I really enjoyed the art style.
I died and it played the death animation but let me keep playing. I wasn't sure if this was a bug or a feature? I didn't pay enough attention to the prompts haha.
I think the default controls could some work. I'd like to see LMB melee, RMB lets you aim your spear and LMB + RMB throws. You could even slow time when aiming while airborne. Then you would move dash to left shift or something. These changes are probably out of scope but I think it would be neat.
And if you're looking to expand the scope... It would be cool to add a combo or two. I didn't master the combat but it seems like there's only two attacks-- the throw and the simple melee swing. 3 melees in a row could play 3 separate animations and end with a heavier attack. Or you could add a second heavy attack input (maybe hold LMB?).
The last thing I wanted to say is that the art looks great but the overall composition is a bit flat. Below is a screenshot I put through a filter to show you what I mean. I'm not sure if your engine supports post processing but maybe that's something to look into.
Anyway, keep up the good work!