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A jam submission

Earth Revival EffectView project page

A player has fallen, the earth lends its power to you so you can revive your fallen friend and continue on your quest.
Submitted by Laura_041 — 1 day, 5 hours before the deadline
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Earth Revival Effect's itch.io page

Results

CriteriaRankScore*Raw Score
Research + Development#24.0004.000
Presentation#24.0004.000
Overall#33.9003.900
Technical#43.5003.500
Documentation#44.5004.500
Creative#53.5003.500

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

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • The Earth Revival effect is an awesome start Laura! To push this further I'd tweak some of the timings so elements are more in sync. For example matching the timing up when the glow sphere / shockwave expands with the spawning leaves so it's more impactful, and the effect around the player's hand seems to pop out instead of fade nicely with the ribbons. I'd possibly make the leaves have more movement, and be physicalized to fall to the ground slowly as the player stands back up. It also would've been nice to see the roots coming out from the ground onto the other player, and more leaves flowing with the ribbons like your concept. This is very well presented Laura, and showcases the Earth Revival effect off very well! If I was to add anything extra to the presentation I would possibly add another shot from a different angle, or put it within an environment. Your documentation has a detailed visual breakdown of your idea, and summarises the stages of your effect well. Awesome concept and nice work overall Laura, I can't wait to see more of your VFX work!
  • Nice use of color as part of the game experience, and a good start to the shader workflow. The core elements are simple, but for the most part effective for its purpose. The ribbons, roots, and glows connect the two characters in an understandable way. However, the generic meshes for the ribbons feel overly fantastical. ( I can envision a more complex version having a procedural geometry generation, or a cloth sim) The 'Release' / shockwave is the weakest element. The refraction is overdone (and is a cliché best avoided or used very sparingly, anyyway) The visuals have no detail or interesting shaping - it's just a couple of bubbles which wash out the entire frame, and this dilutes the feeling of force or energy. I didn't recognize the leaves as a leaf image until I read the breakdown - it just came across as poorly implemented clouds, and had no feel that they were actual leaves. It is ideal that you point out some of the shortcomings & places where you had to cut corners - and you offer solutions to how you would polish.

Challenge Tier

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