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A jam submission

ShrinevaniaView game page

(Title Pending)
Submitted by Guessy — 18 hours, 56 minutes before the deadline
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Shrinevania's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#73.0003.000
Gameplay#82.8572.857
Graphics#93.0003.000
Story#112.1432.143
Engagement & general#112.5712.571
Overall#112.7142.714

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Guessy

External assets
Arkham Interactive's Toony Skies pack, Imphenzia's Universal Sound FX pack

Comments on the jam
There's a devlog linked to in the project page explaining the trials and tribulations of creating this game. I'm not happy with how short it is, but hopefully it's still interesting.

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Comments

Submitted(+1)

Cool game! No need to be sorry about the length.

I like the atmosphere and the partner mechanic, both remind of Ico.

Camera controls are tight. The attack is a little strange, how it seems to sweep downwards without much range (though there isn't enough combat so far for that to actually get annoying).

I love the little details in the level design, like the bent bars.

The interior sections can be difficult to navigate due to the untextured walls and flat ambient light.

It would be good have some sort of voice or feedback when you press control to make your partner stay/follow. At one point when I was separated from her, I pressed a bunch of keys to see if they did anything, and ended up with her lost inside a building.

Overall, really fun and promising!

Submitted

Controles were a real stuggle has a azerty keyboard user. x) Though, nice work on IA and some attempt on the LD were interesting. 

Submitted

I loved it! seemingly because the AI following mechanic worked for me (mostly).

The 3d modeling is quite nice, the buildings and characters look great. if you had more time I would however add some more shadow or lighting to indoor sections as the doors can just fade into the wall of another room; maybe make a door frame that is a different color.

The animations are nice, but I do wonder if a swimming animation was worth it. I suspect you had some bigger plans for it otherwise, it's something you spent time on that might not be noticed by a good portion of players. That being said, because of that level of care for the animations I really noticed them, so double edged sword.

The AI worked for me for the most part. Early on she broke but was fixed when I came back to her. but later it took a few swings to reset her follow (somehow). If you could, it may be a good idea for the AI to wait for the player at a position, and after the path has been cleared for her, head towards the player where-ever they may be. biased on my experiences, this isn't how the AI is written, I may be wrong.

I enjoyed the play through, but I'm not sure it fit the genre. In a way you are gaining access to the map, but when I saw the 1st attack animation, I expected to get some combo by the time the game finished. If you were able to give the character some different kinds of upgrades I think this could be a great game to work on for the Super Metroidvania Jam.

Developer

Yeah, the initial idea was to have a metroidvania where you don't just unlock routes for yourself but also the second character.


...In practise I bit off waaay more than I could chew.

Submitted

A game about having a girl in yellow dodge your attacks until she dodges where you want her to.

It seemed alright for an unfinished game, and there were some impressive bits (cloth simulations are pretty cool, and the design of the castle where you snuck in and went around for the porticullis was neat), but the gameplay was a bit lacking. Attacking being the only way of moving the other character made it have a bunch of tedious backtracking.

Developer

Ah... she's supposed to follow you from the start. There's actually a button to toggle whether she follows you (Ctrl) that you don't actually need to use ever, so it completely slipped my mind...


...Sorry about that.