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A jam submission

Ashes of LifeView game page

A amazon-themed metroidvania.
Submitted by Sideron, SuperGamer15, Luis Mercado (@luisfmp9), Enier art (@EnierArt), Camila Silva, SharpWalker14 — 2 hours, 37 minutes before the deadline
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Ashes of Life's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#153.4553.455
Enjoyment#291.8181.818
Overall#292.1272.127
Relevance to the theme picked#302.0912.091
Metroidvania#311.7271.727
Execution#321.5451.545

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme chosen
Echoes of the past

Team/Developer
EinerArt, Csilva SuperGamer15, luisfmp, SharpWalker14, Yukia, Sideron

Engine
Godot

External assets
Dialogue Manager, Phantom Camera, Yet Another Finite State Machine y Metroidvania System

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Comments

(+1)

Ok so I tried to play again.... I did find the secret "top-over" power up that I didn't notice the first time, and defeated the boss with what looked my little bone? Idk...... The basic controls are here, and the dialogue was descent. Overall the ambience and art was cool and I like the Amazonian theme.  Would be interested to know what your plans were/are for the remainder of the game? 

If you have a chance can you rate/comment on our own submission.....it was also unfinished in its game scope and Metroidvania aspects...but just trying to get feedback on what is there! thanks, hope you enjoyed the jam!

Developer

Hello there. Thanks for giving our demo a chance!
Regarding our plans: just to finish the game his time. We've entered the Super Edition jam to finish it with what we had planned before the bad luck hit us: 3 interconnected levels, a couple of enemies, a finished combat system, actual animations, 2 minibosses plus a final boss, some collectables here and there. Yeah, just finishing what we started.

Thanks for the comment! I'll check your game as soon as i can, btw.

Submitted (1 edit) (+2)

The art that's there looks really, really cool, especially the background art. The dialog after the miniboss got a chuckle from me. Since you specifically asked for feedback on controls, I'll give you my two cents in that regard.

- Movement: Seems fine, feels responsive and the speed was good.

- Jumping: You've got variable height jumping in and that works great. The two things that stick out to me right now are 1) no coyote time (being able to jump if you press the button a few moments after moving off of a ledge) and floatiness. A lot of games will increase player fall speed (or gravity's influence) to make a jump feel snappier on the way down, you may want to experiment with this. I don't know if Godot has this function, but leaving a line trail behind your character while testing will allow you to more easily visualize the arc and feel of your jump.

- Dashing: I would think about how the camera interacts with the dash a bit. Right now the camera remains behind for a really long time and then snaps to the player very quickly which givs the dash a bit of a whiplash effect. Also, even without proper animations, just rotating the character sprite a bit can make a world of difference for a dash's presentation.

- Attack: Seems it wasn't fully implemented, but even as is its behavior was inconsistent. Sometimes my weapon would just move downwards very slowly, and sometimes it would move forward very slowly, I was never sure if it was reacting to my directional inputs or was just inconsistent.

Anyway, those are my thoughts. I really enjoyed the art style, and hope you can overcome whatever was holding you back and continue working on it!

Developer

Hello there! Thanks for the feedback regarding the mechanics (and yeah, the dialogue was something we had to come up with quickly before publishing the demo) and also the art. It's clear the art is the favorite part for many people; our artists had worked hard on that aspect, with the little time they had due to the setbacks. As for some of comments:

  • The jumping HAS coyote time, but maybe it's too short. We'll keep that in mind. And regarding the fall speed, we've been testing different fall speeds, and we haven't decided which one feels the best. This is one of them. Still, thanks for the comment on that one.
  • We are still working with the camera behaviour during dashing. Any suggestions about how it could behave (especially with Phantom Camera) would be appreciated.
  • No, the attack system isn't fully implemented, we are aware of that. The animations are just placeholders to give an idea about how it works in general (with ground and air combos), so the inconsistency was to be expected.

Thanks again for the comments. We'll have something more polished soon.

Submitted(+3)

The drawings got me, the painted style looks good. The setting looks promising and colorful, it would be a good fit for a metroidvania game.

Submitted(+3)

Great visuals! I would love to see how this game develops

(+3)

Yea looks like great visual start. Hope to see more of what it could be

Submitted(+2)

I Love the art and the overall aesthetics. Would love to see the game being a finished product :)

Submitted (1 edit) (+3)

the art is really cool! you really should continue this into a full game!!

Developer

Hello! Thank you for your comment. We will keep developing it! We will have an update soon, thank you!

Submitted(+3)

I love the aesthetic and obviously a lot of passion went into the art! I couldn't work out how to interact with the miniboss, my L power didn't do anything and I couldn't find a way to attack. I also don't know what the yellow exclamation mark box was intended to do.

Developer(+1)

Hello! Thank you for your comment. Unfortunately, our team faced many personal setbacks, but we wanted to upload this version to start gaining visibility. We have more things done that couldn't be updated due to the jam's time constraints, but of course, we will soon have a fully playable demo

Developer(+1)

Hello there. Thanks for the comment.
As for the power: yeah, the only way to damage it is with K, which is the attack button. We had more power ups already developed, but because of time, we couldn't upload them (and also it was an oversight, we intended for this demo to have all power ups unlocked from the start). The only way now to have a power up is to talk to the shaman at the start of the game (with E).
The yellow exclamation was just for demo purposes (for testing the interaction system), there will be a checkpoint in its place (a bonfire). We just left in there because.... we didn't have any other better alternative.
Still, thanks for the feedback, as the previous comment has mentioned, we couldn't complete the game for personal setbacks, but we intend to complete it and make it more playable.

Submitted(+2)

Hii, cool little demo you've got there.
Obviously I can't say too much on the metroidvania aspect or gameplay, since the playable area is tiny. I liked the character movement though, it was smooth and snappy! 
The artists did a great job, this is very enjoyable to look at.
I don't have much more to say, as you mentioned on your game page, the game is unfinished, so I hope you folks manage to create a complete game sometime!

Developer(+1)

Hello! Thank you for your comment. Unfortunately, our team faced many personal setbacks, but development will continue because we have created a narrative and mechanics that we hope to include soon, resulting in a fully playable demo! We will update the devlogs when this happens. Thank you.

Developer(+1)

Thanks for the feedback!

As i mentioned in other comment, we couldn't complete the game for personal setbacks, but we intend to complete it and make it more playable.