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Seph's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Audio | #8 | 3.000 | 3.000 |
User Interface (UI/UX) | #8 | 2.909 | 2.909 |
Visuals(Graphics) | #12 | 2.818 | 2.818 |
Fun | #12 | 2.636 | 2.636 |
Overall | #12 | 3.000 | 3.000 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://msibrava.itch.io/seph/devlog/407812/v11-for-improve-my-game-jam-22
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Comments
It's a neat game but there are some issues with movement and controls. I kept getting stuck on walls while falling or boosting into the air when trying to jump as I moved towards the edge of a wall.
It felt like I couldn't hit enemies very easily. I'd like to see the standing attacks moved higher and a new squatting attack that is close to the ground. That way you can hit enemies even when they are a block below you.
I think you should also move the attack to space bar and jump to W. Using R is an issue because I can't strafe and attack since I use my index finger for the D key.
Jumping between different environments with new attacks is a neat idea and was executed pretty well here.
Yeah. The videos out there about the common problem of being stuck on the edge of platforms have not provided a solution for my setup... I think I may just burn it all down and start fresh. There's one fix that has come to mind that I have yet to try.
Thanks for the suggestions about the controller config.
And thanks for playing!
I quite like the concept of switching between worlds and having different abilities in each, especially with the twist of needing to collect a resource to get into the realm you ultimately want to be in.
However, I found that the way the system was implemented was a little confusing- in hindsight I can see that the goal is to get into the heavens and reach the end there, but that wasn’t immediately obvious when I started playing, so I spent a while just kind of wandering around aimlessly. The underworld also seems like a punishment for dying with low karma, so I’m still not really sure where the underworld portals fit in- it seems like the only reason to take them is if you don’t know better.
To sum up, the main issues seem to be with conveying information to the player- but those should be relatively easy to fix, either in this game or a future project.
Speaking of fixes, I noticed that you mentioned changing the player physics in the update- while the new physics feel a little stiff, they’re not frustrating to work with or hard to understand, which is extremely important for a platformer.
I also like the music a fair bit. It’s relatively simple, but fitting. I especially like how creepy the underworld theme is.
Overall, I’d say you’ve got a good concept, so if you add more information for the player in-game in the future, you’ve got solid potential on your hands.
Grateful you played, BoN! I've already started experimenting to give a go at a second version with the physics worked out a little better. The flipping between worlds, I think would make sense with more levels developed. The long term plan would be that different chunks of the narrative are revealed depending on which realm a player ends on - and then they'd start on that realm for the next level. You're right, I'll have to think about how a player would understand each layer is not necessarily better, just different.
Sounds like a good plan, I really like the idea of revealing different parts of the narrative by ending in different realms. I’ll have to give it a go when it’s ready!
The web version is laggy, so I downloaded it. Huge congratulations on this game very fun and relaxing. I have a negative (kind of) sound and music settings don't save when I start a game. The quit button on the main menu blends in the fire if you call it that dunno if you do. You can add health potions and add game over menu for improvements. However, good job
Thanks! I really appreciate the feedback and suggestions. I'll have to recheck the sound sliders.
I should start off by saying that I never really play platformers, and I've never been overly fond of them except for a scant few (Oddworld: Abe's Oddysee is the only one I've ever played to completion). So my feedback is from the point of view of someone who isn't part of the target demographic.
The other comments here mentioned the issues with the player characters physics and I encountered several as well, I got stuck to the side of blocks, couldn't fit in some areas, and sometimes got launched into the sky when attempting to jump up the side of a wall.
I also found it difficult to actually attack enemies, with the sword attack I was unable to attack one of the big walking enemies when he was right next to me. With the fireball attack it was hard to hit enemies as I would be too high or too low to attack and trying to attack while jumping seemed unresponsive.
I do like the concept of the character dying and going to hell and then going to back to life or heaven. It's cool how the spot in the level corresponds to the portals as well, kinda reminds me of how they pulled off the Time Warp mansion in Dishonored 2.
As for the art, music, sound effects and animation quality... Well you've seen my game, so I find it kinda charming.
Overall there's a number of technical and possibly some design issues regarding character height, but if those could be resolved then the concept could make for a much better game. Good work!
Thank you for being so involved in this jam. I have seen your comments everywhere.
Your game has an interesting premise.
The first thing I think that needs work next in your game is the player controller, and physics. Your player needs to convey some amount of mass, and I don't think you intend for them to be so floaty. the animations are not switching as soon as I press the buttons making this weird sliding thing happen. I get stuck on walls when I use horizontal movement while in the air, and I should just be falling.
I think it is vitally important in a platformer to have these things all the way done first before working on more level design because so much of everything else hinges on things like how high the player can jump, or what their stopping distance is.
I will give you this resource about some finer details about some other platformers. I thought it helped me change my perspective a bit.
Why Does Celeste Feel So Good to Play? - YouTube
I know mine is not perfect yet, but if you want to try it out, I have put a lot of effort into the physics and character movement for my submission (a platformer).
The animations are super blocky. It would work well if this game was themed as robots from the 1930's, but you are using 3D models and the main character never moves from the perfectly 90° rotation. There is a lot you could add.
You have walking sideways and standing still.
I would want to see different animations for
Thank you for so much consideration! You're right the physics is still not quite right... better than the first iteration, I think, but I traded some problems for others (like sticking to walls). You might be right, that I need to scrap it and start from scratch and build on new scaffolding. I had put this together for one jam and perfect was the enemy of the good. Those are all some great directions for animation. I appreciate it. You're game is next in the cue - just by looking at the screen caps - I can see some examples as far as feedback to the player for just making movement. I'm hoping taking some time with the game (outside of a game jam) will make the space to add some of those animations - enemy dying animation and player "dying" was already on my wishlist.
Interesting game. I was able to get it to work, but would get stuck on some of the blocks. Not sure how to describe the level but there was one spot that I was pretty sure the character would fit through, but couldn't line it up properly and cause the character just "sticks" to the walls, I was just floating in mid-air.
Thanks for playing! Yeah. The sticking to blocks ended up being a new artifact after I switched the last physics approach to movement. Stuff for Improve My Game Jam 23!