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Denial's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #122 | 2.385 | 3.200 |
Quality | #125 | 2.236 | 3.000 |
Overall | #127 | 2.186 | 2.933 |
Innovation | #128 | 1.938 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I think you haven't read the limitations on sound - it must be monophonic (only one sound can play at any time) - and while I don't think there are explicit limitations on what sounds you use, I think it's more authentic to use the sound pack and soundfont in the resources.
Regarding the gameplay, I'd definitely add an animation to attacking - at first I thought it was broken, but no, it just doesn't do anything unless you're standing right next to an enemy, which feels non-immersive. I appreciate the coyote time - it's rare to see in games like this - but I still think a rectangular hitbox would be better than a capsule; sometimes I'd slide off the edge of a platform. I'd almost never recommend making textboxes disappear based on a timer, rather than disappearing when the player presses a button; different people have different reading speeds, and it's easiest just to put them in control of the dialogue speed (for most of them, I was waiting for the text to disappear, but one was so long that I didn't manage to read everything!)
Finally, while the story bits were intriguing, the gameplay was repetitive enough that I didn't feel like finishing the game - I'd recommend adding more variation in the level (some interesting environment elements, like skulls, bodies lying around, etc. as well as random events, such as hands rising out of the ground with a sound stinger, which I feel could add to the atmosphere of your game), more variation in the gameplay (ghosts requiring different tactics to defeat, e.g. moving around, rotating their line of sight) and possibly a map to help you locate the last ghosts when you've defeated most of them.
You are correct, we somehow completely missed the Sound section in the requirements.
I really liked the visuals and the controls were really smooth. But the autojump sometimes got a bit annoying. I really liked the music and the atmosphere of the game it was really nice. I did not realise at first that there was an attack mechanic. An attack animation would definitely help. Also, some text was not displayed long enough for me to read all the way to the end, unfortunately. But I really liked the feel of the game it is really polished! Good job!
The world was fun to traverse, and I like the little bits of story you get as you explore. The music has a nice mysterious feel but it doesn't go anywhere. Would have loved to hear it build into something as you progress further.
The difficulty is a bit high but I really like the look, vibes, and concept. The notes were a cool insight into the possible story and the second game mode was a nice surprise, though definitely very hard to pass. I think you nailed the creepy atmosphere. I do agree with the other comment though that more mechanics would be cool, also checkpoints.
The game looks good but it could use some more mechanics like spikes, enemies, difficult jumps and so on! :)
The sounds and music are good and atmospheric but they don't really fit the nokia theme.
At the end i instantly died and had to do it all over again. A checkpoint would be nice!
Good job on the graphics and atmosphere though! :)
Hi! I was the artist on the game, thanks for the review!
More mechanics would be awesome, I like the idea of spikes as we have already implemented them visually. We tried to make it easy on ourselves and focused on the simple mechanics we had, but I agree that we could have done more. Regarding the sounds, honestly we totally forgot about the sound requirements and we also had someone who made awesome tracks so we didn't think twice. I also think checkpoints could have made the game a bit more bearable, because it does get pretty hard once the game mode switches! Instead, we implemented lives. We had some ideas for checkpoints but in the end didn't go through with them and stuck with the lives, but it's never too late to implement them in an update!