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A jam submission

To Kill a DemonView game page

Short platformer set in a world devoured by loneliness
Submitted by Einhard — 3 hours, 6 minutes before the deadline
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To Kill a Demon's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#52.9463.125
Enjoyment#62.9463.125
Graphics#73.0643.250
Story#72.9463.125
Concept#82.8283.000
Audio#92.2392.375
Overall#92.8283.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you use any optional theme? If so which one?

Didn't use an optional theme

What game engine did you use?
Unity

Something you wanna say? ٩(^▽^)۶
Buggy but at least I finished it (:

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Comments

Submitted (1 edit)

Interesting idea. I love that it reads like a poem as it certainly gives the game this feeling that something big is going to happen and the music adds to that too (when it's playing lol), however; I do wish there was more story throughout. I stopped to talk to others sometimes and was a little bummed that NPCs couldn't be interacted with to share some world building or hinting dialogue.

I think I'm a  pretty seasoned platforming game player and I found it to feel a bit clunky at times. At this point, I just expect platforming games to include "coyote time" in the jump logic, and because of that, and the fact that you can't dash under jumping objects, I found myself starting over and over seeing the same line of poetry which began to feel repetitive.

All this said though, you completed a game in time for submission and it appears you did it alone? Which is a lot to do and commendable. Good work!

Developer

Thank you very much for playing it and for your comment (:

The music not looping is a rookie mistake that I completely overlooked, unfortunately.

The platforming as you said, is really clunky and will require more work to be polished as I wanted it to be. I have much more to learn.


Originally the NPCs should have told the poem, but I changed it and I'm actually glad you felt bummed by not being able to talk to them, that's actually part of the meaning I wanted to add. They're  too focused on their "weapon" to talk to you, and that's should explain the ending too.

Thanks for your kind words, but it wasn't much work, and that should explain the rusty mechanics and the shortness of the story (:

Submitted

Wow. I did not expect such a wide array of mechanics. And even then, they feel so polished. The dash was pretty hard to control but was very satisfying. The ominous narrative was definitely a cool touch. The art was very good and the themes were interesting. Do you think you could explain the ending for me? Great job.

Developer(+1)

Hey thanks for playing and for your comment! (:

The mechanics feel polished, but unfortunately they are not ahah especially the dash as you already found out (:

About the story, it was my intention to be vague to give the players  a way to create their own interpretation. I just hope it made sense when you played it!

As I mentioned in another comment, here's the "true" story: we created connection (phones and so on) to feel less lonely (the demon is the loneliness in this case), and yet we use the "weapon" to isolate ourselves (and so creating another demon -> isolation).

So the ending should represent the fact that we defeated loneliness because we in fact found and connected with other people, yet we both decide to give more attention to the "weapon", being together only in proximity.

Submitted

I am so bad at this game that the music decided to quit on me :). Maybe it’s because it took me a longer time than expected to pass the platforms near the end of level two. It was the hardest part for me. The control feels nice, so i am sure it is only me being bad at platformers.

I liked your graphics style. It looks simple and clean, but i bet it took much more effort than it seems. Specially with having to do outdoors and indoors.  In the cave, though, there is a little bug that sometimes show a white pixel between the “square” part of the level and the top graphic, but it does not distract from the game.

Is the mobile phone the demon “we created”? To me it seems that this is what the games is saying, but then… what demon we were expecting to kill with it?

Nice, nice!

Developer

Thanks for playing it and for your comment (: 

Yeah the music not looping is just a rookie mistake that I completely overlooked ahah.

About the second level: it is a mess, so it's absolutely not your problem, some platforms require too much precision and the dash control is a bit crazy when mixed with jumping and movement.

The art were part of an asset pack I bought and every single sprite I had to put it in manually because they were not meant for tiltemapping. 

The bugged pixels I do not have any idea how to remove them ahaha spent too much time over them so I just decided to let them in hoping that they were not too distracting.

About the story and the "demon", I think that not letting the players know exactly what is going on, force them to give their own interpretation and helps to build a connection to the game. 

Hope it does not sound lazy and makes sense instead. 

But to explain the story in a very simple way: We created connection (phones and so on) to feel less lonely (the demon is the loneliness in this case), and yet we use the "weapon" to isolate ourselves (and so creating another demon -> isolation).

Submitted

This is such a cute game! I loved the less is more approach, especially with how it doesn't fully explain itself to the player. Sometimes it was a bit unbalanced for me at least, some parts were fairly easy while others I had to replay many times. The ending was worth it though!

Developer(+1)

Thanks for your comment (: Don't explain everything seems like a lazy choice but I actually like that in games, so I wanted to use it trying not to sacrifice the story and make it somewhat understandable/intuitive.

About the balance, that's a complete mess  ahah unfortunately, I tried my best but I have a lot to learn to be able to create good levels (:

Glad you liked the ending! Hope it made sense!

Submitted

I tried playing it, but couldn't get dash to work. Any tips so I can try again?

Developer (2 edits)

Damn, it was fine when I tried from a different computer.

Can I ask you which version did you tried?

Submitted

I tried Win 64 version. Is it the up arrow that's supposed to make you dash? Tried that, tried W, tried Enter...I couldn't get past the block where you had to dash and jump over it.

Developer

It’s the left shift! Sorry! My horrendous pixel art wasn’t very clear ahah

Submitted

No worries! I tried it again, and that worked. I actually really liked how you had the small control signs in the game as they were needed. It was a great way to teach gameplay mechanics as the level progressed.
I didn't make it too far because I am not good at platformers. I kept dying on the second level screen. Wish I could have gotten farther, but at any rate, it's a cute little game. I would suggest that maybe you have the music loop instead of just playing it once. I noticed if I dallied in one level too long the music ended and it was just quiet.

Anyway, great job overall. I thought the art was really cute too!

Developer(+1)

Hey first of all thank you for giving it another go! The platforming is actually a mess, I tried to make it challenging and balanced but I ended up messing it up completely, especially on the second level.

The music not looping... just a silly mistake (: I will fix it at the end of the jam.