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A jam submission

At World's EndView game page

A small platformer collectathon
Submitted by SPors — 3 hours, 40 minutes before the deadline
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At World's End's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#13302.0002.000
Artistic Style#16972.0002.000
Cleverness#18961.0001.000
Playability#19831.0001.000

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.

  • stuck at the start screen with the towers. can't progress no matter which buttons I press, or mouse button I click. I like the GDD, and the artsyle you went with.

Did you include your Game Design Document as a Google Drive link?
Yes

Seriously... did you include your Game Design Document?
Yes dude

Is your game set to Public so we can see it?
Yes

Tell us about your game!
It's a 2D collectathon platformer where you explore 3 towers to defeat the boss at the top. Collect sigils you can equip to change your character's attributes and use them to find your favorite combination!

Extra Notes
This is the first game I ever make so any feedback is welcome.

Also, there is an issue with the settings in the main menu, if you want to change them do it inside a level. And one of the sigils is bugged so only 17 are obtainable. I'll fix both after the jam is done.

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Comments

Submitted

Honestly the biggest issue with this game is that there are only 3 levels.

I had a ton of fun with this game it has some really robust systems and the powerups all felt quite meaningful and impactful to the character and their abilities. I could see these abilities spread out over a longer game making it more like a metroidvania than a level based game. I particularly enjoyed needing certain ability boosting sigils from 1 level to collect those in another.

I suppose my biggest issue with the game is the controls. I'm not a fan of jump always being full height. It made it quite difficult to attack enemies as they were usually somewhere in the middle of your jump height or coming at you from weird angles (the swords). It wasn't a huge issue as I beat the game but it was a bit of a pain to deal with. The only other issue I had was with the camera cutting off edges of the level especially level 2 (middle level) it looked like there were paths to the left and right when there weren't simple because the wall that was there wasn't visible.

Although the art was really simple and not very detailed everything was communicated really well and for the most part there was no confusion for what anything was. Except for the small background bricks. When I first started on level 1 there were a few times where I tried to jump on these because they were only a little darker than the foreground platforms. Eventually I learned to ignore them but at first they were confusing. The boss design was great very well communicated attack patterns and the animations showed exactly what was coming. 10/10 design on those. Also the player animation was great, I noted the extra care on their "dripping?" animation. The character and UI changing colour based on equipped elements was also a nice touch.

The level design was good but I wish the camera lead me more, most of the time I was just jumping into blind fire and it would have been nice to see where I was going. There was a point in level 3 where it opened up greatly compared to the other 2 levels which I really enjoyed. Although I got baited when I saw the big drop at the side thinking "Oh there must be a sigil down there!" nope, just death. Was this intentional or just my dumb***? Let me know!

I really liked the music it fit the game really well and the boss track did too. The SFX were good too. 

The variety of buffs/effects in the sigils was really nice and I appreciated the different attack styles. It felt like the method/reach of the attack was more important than the actual element of the attack. For example water got higher reach so I could snipe the bosses easier with it. But when I got jump height I could switch to another one to keep the pressure on the boss. I'll be honest I didn't really see the point of the melee attack or the special attack, they felt like they just put you in more danger for no real benefit.

I didn't have much issue with the difficulty, I died once. It would have been nice to have been able to heal and the HP bar is kinda confusing I often didn't really know what my HP was because of it. Also it was a bit of a pain having the game entirely keyboard controlled then having to use the mouse to change/equip sigils. Not a huge issue just kinda goes against the flow y'know?

Overall this was a fantastic platformer with some metroidvania hints to it. I would have loved if there was a secret 4th level that appeared at the end as I didn't really get a chance to use the fire stuff much. Regardless the content that was available was great and I would love to see this developed further in the future.

Developer (1 edit)

I'm glad you enjoyed the game! Honestly most of these issues were just me running out of time haha, I wanted to make the bosses more expansive as well as the levels and I wanted to add a final level after the 3 towers but I simply ran out of time. The camera stuff is something I will be looking into, and the jump will be updated once the jam is over. The melee and special attacks are mainly there to make builds more interesting since the special attacks can be extremely strong  (The water special is especially broken) and the melee attack can help in killing those enemies in weird angles. Thanks for giving the game a shot, and be sure that I will definitely be updating it in the future!

Great first game :)