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Quest In A Castle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #38 | 2.286 | 2.286 |
Metroidvania | #41 | 1.857 | 1.857 |
Overall | #42 | 2.036 | 2.036 |
Presentation | #43 | 2.143 | 2.143 |
Enjoyment | #43 | 1.857 | 1.857 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Developer
External assets
Anime Water Surface Shader by @arlez80 on Godot Shaders (lava), Third Person Controller By Sombresonge on The godot Asset Lib, Textures from textures.com
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Comments
Interesting mix of 2d and 3d. Took me a minute before I realized it wasn't just a 2.5 platformer. Some of those sections were a little tough to figure out the right depth to be at, but it is a neat idea.
Thankyou, I will be looking in to level design haha
Nice work with the level design. I really enjoyed the 3D platforming challenges. I think you really did a lot with a little in this regard. I thought the control scheme worked nicely and I didn't have any trouble moving unexpectedly or forgetting the controls. I even managed to play to the end and found the whole experience to pretty fun.
As others have said the assets felt a bit mismatched/ janky due to the animations. I also thought the UI was a bit confusing. I couldn't really figure out what the color coded icons were on the top left corner.
I also had a situation where I was able to walk while floating above the lava for a while but eventually I pushed my luck a bit too far and fell to my death.
Thank-You <3 Haha, I enjoyed reading about your experience,
I am thinking of redesigning the art. This project really taught me a lot about the scale of a project and planning. I was always thinking " ill get to that" in regards to the colored UI elements, They represented the key counter.
Haha oops. I did find some random collision boxes in my nodes but I thought I got them all :)
Points for the interesting design that mixes 2D and 3D. Not much to do in the game, but the basic mechanics work how they're supposed to. I'd also say that the character model doesn't fit here tbh. The music's quite peculiar lol.
I like the depth of field in the platforming, but there’s a lot of animation work and the like that is missing.
To be honest, for a game with this level of time/effort allowed for it, I think it’d make more sense to go low-poly and build something like Rayman, with disconnected hands? That’d fit in with the rest a lot more than the the current player model. With that, I don’t hate the aesthetic here.
Congrats on getting Godot 3D to work for you, and on having a demo with a marked end!
Thankyou <3
Ya I would say you are right i should go for a different style character, one that is easier to animate in the engine too
Learning how to make art work well with animation is a process, heh. My early pixel art often had too much detail that would get lost when animating it.
Lol I understand, I used to think I needed all the detail I could put into an asset but the real trick is to find just enough detail for the job
Interesting idea of navigation in between 2D and 3D. It has a lot to be done though.
Thankyou <3 haha ya I bit off more than I could chew