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Escape from Deephold's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #1 | 5.000 | 5.000 |
Cleverness | #1 | 5.000 | 5.000 |
Playability | #258 | 4.000 | 4.000 |
Artistic Style | #970 | 3.000 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Great take on the theme interesting concept that only darker shadows are solid. Unfortunately, there were no alchemies implementation and it was difficult to understand if the lever is beaten or is it still missing couldn't find out how to control a light source. Great submission. Looking forward for levels!
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Escape from Deephold is a 2D monochrome platformer. Your objective is to complete the levels using the provided lightsources!
Extra Notes
I originally started with a different project, but halfway through I changed my mind and made this in 6-7 days.
Sorry for the shadow stuttering in some places, couldn't fix that in time.
Thanks for playing and I hope you like it! :)
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Comments
Hey this was really fun! The use of light was really interesting, and the later levels were pretty hard (having to remember where the platforms were). Felt good to finally get it!
Also really loved that your start menu had little playground areas but I couldn't get to the end of some of them... are there secrets there that are worth more attempts?
The character controller felt really smooth and I'm curious how you did it (especially the jump). Felt great.
For feedback, I'd say that there were some points where I was "walking" in darkness but really I was just pressed up against the wall. There were some points of the game that you do have to just hold down right and make it through the darkness after 3-4 seconds, so I did that pointlessly a few times where I wasn't on the right path.
Having a tiny character outline or some indication that you aren't actually moving would make those parts less frustrating.
With that, great job! Especially in 6 days.
Thanks for playing and I'm glad you liked it!
The menu exits were meant to be unreachable. I was going for a "you are stuck in a prison" vibe.
After I submitted the game I've dug deeper into character movement and found this video that explains the jump mechanic pretty well.
In the game there is jump buffering, coyote time and variable jump height.
Yeah the character getting stuck should be an easy fix with a walking sound effect. Honestly the long walks I have intended to limit to actual level design chooses, but I couldn't make a deathzone, respawn mechanic in time. That would eliminate all the unnecessary walkbacks and dead ends, so you would know if you can walk there, then there is content.
Thanks for the feedback!