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A jam submission

Goats Gorge: Dusty DescentView game page

Descend into the Devil's Maw to save the town of Emerald Creek from damnation!
Submitted by EelShep, Ryr, Living VideoGame Music Composer (@jomamabeats), Leo Constantinides, Joseph_MorMar, kk (@KilljoySome) — 19 minutes, 40 seconds before the deadline
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Goats Gorge: Dusty Descent's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#73.9173.917
Execution#113.3333.333
Overall#133.4483.448
Enjoyment#183.2503.250
Sensory#193.2923.292

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Ryr, Joseph_MorMar, Leo Constantinides, LivingGameMusic, KK

External assets
Addons (MetSys, Dialogue Manager), Kirsty font, Kenney Input Prompts

Prizes eligibility
LearnIndie

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted

Without a mac build and with the html version crashing my browser, I was unable to play this game. Most unfortunate.

Submitted

I couldn't find that sequence break, but I really liked it! All of the controls all mechanics felt well thought out, and I could clearly see the Metroidvania in this! Nice job!

Submitted

I liked it, I appreciate the dialogue and the setting is well done, some visual elements could be better but it's not bad, also the cover reminds me to vaporeon haha

Submitted

I really liked the western theme, and the metroidvania aspect was really well done, I liked exploring the map.

The movement was a bit floaty for me, but I still enjoyed my time with the game!

Submitted

I liked the concept, and the graphics, sound and music were great. It's pretty big as well, with many rooms and some different enemy types. Even worldbuilding and very nice-looking cutscenes. High effort!

While I liked that production value, I admit I found the gameplay itself a bit lacking, mostly because I found the player character kind of awkward to control. Maybe some coyote time or control over jump height would make it feel better.

Good job anyways, I beat the game and the final sequence was pretty tense and fun!

Submitted

Now that was a feast of a metroidvania, so intelligently designed! Had a blast playing the game, from story, to platforming, to progression, it was all either good or great. The platforming and movement upgrades were very neatly/smartly designed, and while I didn't realize the sequence break that you mentioned (I saw the video in your reply to someone else), I could definitely see how the movement tech could lend itself to really interesting sequence breaks.

Don't want to nitpick too much about anything in the game since this is a jam with relatively small dev teams and all, but I would like to make just three minor criticisms. While the visual style was striking and pretty polished to look at, I feel like some of the textures' contrast could be softened, particularly the base cave tileset that you used. The stones' black outlines don't mesh very well with the relatively lighter tones of the tiles. If you ever get back to debugging this game, I feel like you could take a play out of Mojang's book and soften the stone tiles out a bit, kind of like they did with Minecraft's legacy textures for stuff like cobblestone, netherrack etc.

Another personal criticism I'd like to make is that the metroidvania aspect could maybe be a bit more pronounced? I don't know, maybe I've just played too many metroidvanias and thus know how their design directs players to the next upgrade, but the road ahead always felt very linear and obvious. I don't think I ever even saw the other upgrades' before finding the previous one in order. The existence of the aforementioned sequence break is fine and all, but I feel like there should be just a bit more baked-in backtracking just so the player's spatial awareness is tested a bit.

Also - this is easily the smallest problem and didn't really hinder my experience but I'd still like to make notice of it - the map wasn't that useful for 100%'ing the game since it doesn't actually mark where you saw an item, just where you have collected one. While I do understand it's supposed to be just for  knowing where you don't have to look, it feels a bit counterintuitive to have a map that doesn't really have much of a use until after you've already gotten said item.

But again, I really did have a phenomenal experience. This was easily one of the better metroidvanias I've played on here, and I absolutely loved the Steamworld Dig-like setup of the game's world! I only focused more on the negatives because all the countless positives are so obvious to anyone who has the honor of playing this great game.


Submitted

loved every minute of playing the game 

did not find the sequence break will definitely come back to complete this

the map is too vast for me to remember where i went what is explored and what isnt

Developer(+1)

Hello,

Thank you for the nice feedback! We are glad you liked it. If you are curious about the sequence break, you can see it in this video around 3m35s. This allows you to find the Roll ability sooner and explore the map differently.

Cheers

Submitted

I liked the theme and ambience, I missed a little bit more challenge before the ending, a boss fight for example, but it was fun regardless.

I wasn't able to find the sequence break haha, maybe I'll replay later and try to find out

good game :)

Developer(+1)

Hello!

Thank you for the feedback! We are definitely going to continue working on the game afterwards to implement feedback. If you are curious about the sequence break, you can see it in this video around 3m35s. This allows you to find the Roll ability sooner and explore the map differently.

Cheers

Submitted

Good theme, good controls, vast map.

The graphics are good, colors pop, blacks give contrast. Not sure about the camera distance, since it makes the tile - that are a bit noisy, but not a lot - repetition more prevalent, and the vast spaces feel a bit empty. The upgraded dash moves aura is a bit weird in term of resolution, but absolutely workable. Overall, very nice direction.

Music and sounds are great. Only gripe about sound effects, is that they can get a bit repetitive in the long run, especially the gun and the bat squeaks. Maybe try and randomize the pitch, just a smidge like - p = 0.95 + (randf() * 0.1)

The intro sequence is well animated and narrated. While the writing is nice, it's usually not good to have an exposition dump right at the start. A small tutorial / intro section between the intro cutscene and arriving in the town could help with that, Like Steamworld Dig or Hollow Knight.

The controls are nice and responsive, and with the exception of the wall climb, all of them were good to use. I don't know if the wall stick only activating when your falling is a compromise because of some bug, or other technical issue. Also, pushing only jumping or pressing down to release the wall functions well, I caught myself most times pushing the opposite directional input to try and release the wall, to no avail.

The enemies are competent, but don't really pose much of a challenge, and don't give any rewards (like health pickups), so I tended to ignore them, halfway through. The enemy that pops out of the ground to shoot at you is great, and is a classic type of enemy, but it being able to shoot at an angle is weird, because the graphics don't match with it. On that note, Shooting upwards, the bullet doesn't spawn directly above the player, but offset to the facing direction, which while not a huge problem, makes aiming up finicky.

The enemies could have also benefitted from more animations (hit, dead, etc.) but at least a hit flash on damage, to have some visual feedback.

The map felt huge, but mostly empty, and there weren't many challenges traversing it, only ability gates. Don't be afraid to put combat or platforming challenges in there, especially if there is a savepoint nearby. Other than that, it was well made, and very nicely interconnected.

Despite all the nitpicks, I did enjoy the game, and is one of the best entries I played and would like to know if you would keep working on it in the future.

Good work!

Developer(+1)

Hello!

Wow, thank you for this thorough review, it has great value for us. We pretty much agree on everything you said. Yes, we definitely plan to keep working on the game to polish and adjust it, taking all feedback into consideration. Just curious, the last ability you found was the Roll? There is a possible sequence break that allows finding Roll sooner and this changes the way the map can be explored. The only way to complete 100% the game in less than 11 minutes is by doing it. If you are interested you can see the precise platforming section for the sequence break in this video, around time 3m35s

Cheers

Submitted

Yes. I got the roll last.

To tell you the truth, I'm not really into speedrunning, and 100%-ing collectible challenges.

That doesn't mean it's not a valid concept for a game, on the contrary. If the game would be focused on speedrunning with a randomly generated map (more Dead Cells or Spelunky type, as in sections are premade, and the layout is random), and a randomizer for abilities, I think it would very much appeal to a small but dedicated community.

More polished enemies, matching archetypes (static turret, flying melee, jumping area patrol, etc). And way, way more platforming challenges, with actual level hazards, and chained sequences without breaks in execution.

(1 edit) (+1)

Good game, the sound design is give a good western atmosphere at the launch. For npcs, bats are annoying to reach so closer of us. And for that monster, he is not a danger. https://img.itch.zone/aW1nLzE0NDIzMDY4LnBuZw==/original/45fUBh.png

Developer

Thank you so much for playing! That monster is on its own :D

Submitted

I think the NPC/story aspect was my favorite part. I can tell time and effort was spent on the dialogue and felt the story was funny and creative.  Other than that I don't have much to add. The bats could use a little less health, though, considering how well they can move and follow, compared to how rapidly and accurately the MC can fire. Great entry and keep up the awesome work!

Developer(+1)

Hello,

Thank you for the nice feedback, much appreciated. Just being curious, did you finish the game? There is a sequence break possible to obtain the last ability sooner, and complete the game 100% within 11 minutes. We encourage you to try. And if you wish, we can show you where the sequence break is,

Cheers

Submitted

You're very welcome. I didn't finish 100% But I'll take another crack at it if I have time. Since there are so many entries, I'm trying to base my ratings off a 10-15min impression and try to rate as many as possible. I'll see if I can find the secrets on my own. There are a couple hidden in mine too

Submitted

I love this game, great polish and great theming and fun writing!  Stuff like keeping count of play time is totally optional but shows great care.

The wall jump was really cool, but it felt really unintuitive that it was a stick to the wall, and then jump in the direction of your input.  It took me a while to get used to it down.  Once it dawned on me that the wall sticking was a goat joke I was good with it, but it might need a little bit more adjustments getting it to feel good to new players.

Thanks for some great fun and laughs!

Developer (1 edit)

Hello,

Thank you for the kind feedback! We are glad that you understood the reference with the goat. Anyhow we are working on a more intuitive solution.

Just curious: did you finish it? There is a sequence break possible that allows you to get the last ability sooner, and then finish the game 100% in less than 11 minutes. The sequence break is not a hidden wall or path, it is clearly visible and it can be done by using the movement mechanics. If you are interested we can show you where it is.

Cheers

Submitted

Here ya go!

Developer

Wow, seriously, thank you!

We appreciate your commentary while playing, and watching you play is invaluable. I am half the video and it is full of great insight, of which we are literally taking notes.

If you are curious, you can see in this video the optimal path to achieve 100% completion within 11 minutes.

It is only possible by doing a sequence break to get the Roll upgrade earlier. It is not a hidden wall or hidden path, it is clearly visible and it can be done by using the movement mechanics. It is shown around 3m33s.

Cheers

Submitted

No problem! I'll definitely check out this video once I've caught up on rating everyone who has rated my game. And I'm glad you're taking notes and examining feedback. I hope people watch other reviews because I feel like there's some insights that might help anyone.

Developer

I am indeed following your proposal and watching some of your other reviews, great work again and huge quality of insights

Ok I really enjoyed this and speed run was a challenge for sure. I died 3 times trying to get a hang of the style and 2D no gravity sideways kind of view. Um 3rd time I got 2/20 badges finally got a power up to start breaking stuff and died again about 5 mins...  So it was a little difficult. Having not a way to skip all the dialogue for 4th time detoured me from trying again at the moment. The western was cool. I liked the music, narrative, dynamics, etc. I gave it a 4.25 in general because it was kind of challenge. Loved there was gamepad. So it up in my top 10 and I have rated about 40 games so far. So good job! Check out Chick-Magnet if you got the time. Still in development for the full idea....the WEBGL wasn't in the jam but is a little bit more up to date, but the PC download is smoother.

Enjoy!

Developer

Hello,

I just tried your game. Wow those ducks and magnets with different polarity have serious potential for some really interesting mechanics, go ahead with it!

And thank you for your nice comment, we appreciate your kind words.

You can sequence break and get abilities in different order in our game.

We encourage you to finish the game with all 20 collectibles in less than 11 minutes. Yes, it is challenging! You need to find the sequence break to achieve that. It is not a hidden wall or hidden path, it is clearly visible and can be done just by using the movement mechanics. If you are curious we can tell you where it is.

Share with us your completion time!

PS: you can skip dialogue with Start button on controller and the firebonds serve as savepoints.

Submitted

The gameplay are nice, i like how you can tell what power up you going get by how the rooms looks. The art and sound design are nice too.

Took a while to collect every badges since the map is big, and map really help for that. Tho the enemies are a bit too repetitive with how often they spawn, and since they spawn and sort of random place sometime you can get hit the moment you enter the room.

The last run is pretty cool with the bgm, I just wished it is an actual threat that can kill the player, especially when the last save is really nearby.

But overall, really nice game!

Developer (2 edits) (+1)

Thanks for playing! I'm glad you enjoyed the game. You beat the game in about the same time as me because I didn't design the levels and i'm not entirely familiar with the layouts. Enemy spawn locations & general balancing is definitely an area we need to work on. The last section of the game will actually kill the player eventually, but the time limit is quite generous at 3 minutes.

Developer

Hello,

Thank you for playing and for the feedback! Indeed very useful.

Your playtime is great. Just curious: did you get the Roll ability in the last place? You can sequence break and get abilities in different order. 

We encourage you to finish the game with all 20 collectibles in less than 11 minutes. You need to find the sequence break to achieve that. The sequence break is not a hidden wall or hidden path, it is clearly visible, and it can be done just by using the movement mechanics. If you try it and are curious we can send you a screenshot where it is.

Cheers

Submitted

Sure! Was wondering how 11mins is able to achieve.

Developer (1 edit) (+1)

With great pleasure! You can see the optimal path of our game here, sequence break moment to get to earlier ability is shown in 3m33s:

https://www.youtube.com/watch?v=7GQjL3q67O0

Submitted

I really liked the intro, the music, the fact there was a town and NPCs (though they were a bit chatty at times). The whole western fantasy was a nice touch.

The shooting is nice, both the animation and sound effects, plus the fact you can aim in multiple directions. I did find the jump a bit abrupt and weightless though, and I struggled quite a bit on the platforming (but like other browser Godot games, it doesn't seem to recognize my Xbox gamepad, which I'm sure didn't help).

I also had trouble with the bats: they take quite a few hits until you improve your gun and they rush you without ever stopping or getting back their distance, so if you're hit once, you're guaranteed to get hit more until you can outrun it and shoot it. It's frustrating and I died quite a few times at the beginning of the game because of that. Despite that, I enjoyed the enemy variety. I would have liked more feedback when you shoot them though.

Overall, the metroidvania aspect was well done. By the end I was really anticipating the roll upgrade that had been taunting me the whole game. It felt a bit linear at times, but it does open a bit once you have all the upgrades and you're looking for the collectibles.

I appreciate that the escape sequence is pure spectacle and not actually timed. The screen shake and the sound effects really did sell the urgency of it it despite how much I struggled to get out of the final shaft.

Finished in 22m with 14 collectibles. It was pretty good!

Developer (2 edits)

Hello,

Thank you for the thorough comment, really appreciate it and we take note of the nice feedback. Level design joins linear progression by default with possible sequence break. That's why it felt linear. If you find the sequence break, you can get that last anticipated upgrade sonner and it changes your exploration.

Finishing it in 22m is quite impressive honestly. We encourage you to finish it with all 20 collectibles in less than 11 minutes. You need to sequence break for that. The sequence break is not a hidden wall, it is clearly visible to take just by using the movement mechanics. If you try it and are curious we can send you a screenshot where it is.

Very glad you enjoyed it,

Cheers

Pretty cool game, like other commenters said I like that it has a plot and the level design is pretty tight, felt like playing a classic mini-metroidvania at times. I think I found a potential (intentional) sequence break, but I couldnt make it myself (skill issue), might try again in the future.

Developer

Thank you, it is indeed an intentional sequence break. We are happy you found that! Glad you enjoyed the game.

Submitted

Gida was my favourite npc lol, Game is a nice platformer. It's always good to see a build up to a game with a story which your game has, lots of indie game lacks that part of the game. about the gameplay, those bats were a pain in you know where, shooting felt good, I like how those miner moles had revolvers. those spikes you placed seem to become hard to locate as they blend with the map. those Frankenstein spider heads? what's the lore behind them? wish there were more npcs inside the map. also, I got stuck here it seems like a bug.

Developer (2 edits)

Glad you liked it! Thank you for the nice feedback, we take note of it. And yes those spikes could be more visible indeed. 

Did you sequence break to get the upgrade earlier? (Won't say which one to avoid spoiler)

Cheers

Developer (3 edits) (+1)

Dear player,
We thank you for your interest in our game! Once you feel familiar with it, we encourage you to finish it 100% in less than 11 minutes. It would be great to see if you find the optimal path. To 100% the game, you need to get the 20 optional collectibles. We hope that the game makes you think and that you enjoy our work!

You can see the optimal path of our game here. We propose you to check after you have tried the game: https://www.youtube.com/watch?v=7GQjL3q67O0

Cheers

Submitted(+1)

Did you also use the MetSys for the map?

I wouldn't bind speaking to NPCs on the same button as jump. I am someone who spams jump, and it made it very awkward to jump through the town :D

The size of the map was great, but I really struggled with those bats. They are rough. 

I also agree with what arachnid56 said below

Developer

Thank you for your feedback, it is appreciated indeed! We have uploaded important updates regarding Jump and Interact buttons, as well as enemies. We would be extremely grateful if you try the game again. Once you feel familiar with it, we encourage you to finish it 100% in less than 11 minutes. Please see my own post above explaining some details.

Just curious, where did you stop the first time in our game? And yes, we used MetSys indeed. Did you too?

Cheers

Submitted

I don't exactly remember where I stopped.

On the second try it felt way better already. But the bats are still a real problem. They move to close to you, so you cannot attack them anymore.

And yes, I also used MetSys.

Developer(+1)

Thank you again for your time again! We have done some more adjustment after your second try to make the bats easier.

Cheers

Developer

my thoughts exactly

Viewing comments 22 to 3 of 22 · Next page · Last page