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A jam submission

Skeletal LegacyView game page

Submitted by thebirderer — 16 hours, 23 minutes before the deadline

Play game

Skeletal Legacy's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#303.5003.500
Overall#572.5002.500
Fun#602.5002.500
Audio#752.0002.000
Gameplay/Design#822.0002.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
Game play mechanics, feel and tone. I know I am missing a lot of sound, music and some sprites are still place holders but that will be updated later.

What did you update?
Added cutscenes, implemented controller support, Added the big sea slime and two more levels.

Name of updated upload (if downloadable)
This will be the first time the project will be uploaded as its just been sitting around on my hard drive for a while.

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Comments

Submitted(+1)

I downloaded your build from 3 days ago. I played the game for a short time before I got frustrated with it during the jumping puzzle that involves little sliding square platforms. Your game does not appear to be hard, but I find it harder to play than it should be.

I don’t like your control scheme. I grew up playing side scrolling platformers on PCs in the early 90s, and the keys you expect me to press are not the keys I expect to press, to the point where it’s uncomfortable for me to play your game. In particular, the left hand is expected to be in too many places at once; up in the corner to block at the Q key, but also on the spacebar. Meanwhile, my right hand is at the arrow keys on the bottom of the row. It’s a lot of physical effort to jump up, double-jump off of an enemy by attacking twice, jump up again, and then block an arrow on the top.

It would be better if all of the keys to press are level with each other. A typical scheme that was common in games in my youth was to use the arrow keys for movement with the right hand, and have the left hand centered on Left Control and Left Alt. From that position, I can easily reach the Spacebar or the Left Shift key in addition to Ctrl and Alt. I would suggest binding jump to Ctrl, blocking to Alt, and maybe attack to Spacebar. That way, I don’t have to move either of my hands to much to do anything. Ideally, I should be able to play a game like this using no more than three fingers at once.

Similarly, I think it’s awkward that spacebar is the dialogue button and the attack button, and that the Up arrow is a jump button. I don’t think any of your buttons should do double-duty. Do you really need a key for dialogue and saving? Consider making these things just happen as needed (why would I ever say no to having my health refilled?).

All of that said, I like your art style. I also thought your writing was funny, so I want to see more of where this goes. I don’t understand why it’s running on an ancient computer within my computer, but it looks nice that way.

Developer(+1)

Let me start off by saying all of this is super helpful valid criticism and for that I thank you! :D

Unfortunately when you don’t have anyone play testing your game, you can fall into some weird decisions regarding your game including control layouts. I have super long fingers so this is attributed to my wild control layout for the keyboard. What also might have caused me to overlook it is that I was using an Xbox controller for most of my play testing after I set up the control bindings. You are 100 percent correct about the dialog for save points not needing their own dialog boxes. I am thinking of just replacing it with a small animation where the shrine lights up and a save icon in the upper right corner flashing. I was going to have the player gain the ability to regain health after a short channel when you defeat the first boss but I would also consider giving it to the player right off the bat to hopefully make the game easier. I just want to make sure the game has some “Good Bones” before I end up fully implementing the story. I do require the experience of working on a long term project so I plan to try and do updates and a dev log each month.  

I vastly appreciate the feedback and criticism that you provided, Thank you!  

Submitted(+1)

Nice game! I expecially enjoyed its style and overall vibe :) The characters look cool and the dialogues are sometimes hilarious :) Very well done!

A couple of things I'd like to comment on:

  • It would be great to play it after the music and sounds are added. You have said that youself, and I totally agree. I think it would add to the immersion so much.
  • I stuggled a bit with controls, as sometimes they felt counter-intuitive, like it feels so natural to press space to jump, but here it is used defferently. I would probably love to have different buttons for speaking/reading and fighting, as it may seem a bit confusing at times.
  • Sometimes I ended up killing slimes while failing to jump properly and couldn't climb anymore further :D I didn't find a key to restart, so I had to exit the game and start again in a couple of places.

It would be great to play the finished version! I definitely see lots of potential here :)

Developer(+1)

I knew I will missing something! I'll have to add controls to the description and I did program the controls to be rebound, I just didn't finish implementing it yet as I was running out of time before the submission window. I'll be fixing the slimes dying and adding a room reset button for people if they do get stuck. I really appreciated that you gave it a go, I'll checkout your game shortly as well!