Play game
Gelda (TVGameJam Edition)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #4 | 4.571 | 4.571 |
Overall | #6 | 4.061 | 4.061 |
Audio | #6 | 3.837 | 3.837 |
Interpretation | #12 | 4.102 | 4.102 |
Fun | #13 | 3.735 | 3.735 |
Gameplay Innovation | #23 | 3.265 | 3.265 |
Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Spoiler Level
No Spoilers
TV Show Name/Season/Episode
Hilda
IMDb link to episode
https://www.imdb.com/title/tt7985078/?ref_=ttep_ep1
Episode description
Opening scenes from episode 1 and some scenes in episode 6
Please list any pre-made art/music/other assets that you used.
None
How many members in your team?
Team of 2
List your team's social media / website links!
Twitter: @ramblingindie @ycawmoycbw @falynevarger
Anything you want to say to players before they play?
Collect sketchbook pages to unlock field notes on encountered creatures while traversing the wilderness and making it back home.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Hello. I just wonder if you still going to make a new version of Gelda.
Yes, we still have this on our schedule. We have had many unrelated difficulties which have put our developments on hold for the time being. When we are back up and running, Gelda will be at the top of the list of projects to resume.
Cute and fun game! Loved the art, all of the characters, and the animations. The chase seems could use more balance since there's no warning to them, and if you mess up it will catch up to you right away. Having another way to go under branches would also be useful, because if you miss it, you can't go back to get a running start. Outside of chase scenes, it seemed weird to have to backtrack just to go under a branch, and some kind of crawl would be nice.
There should also be some sort of level select as you can easily miss a page in any of the levels, and the only way to get them is to restart the entire game. Falling was also difficult, especially in the third level. You couldn't really see where you were falling, so it was mostly a guessing game because of the speed you fall (even with Abi). You can hold the down key, but it's extremely slow and isn't enough, and isn't useful when you're actively falling.
Thanks for playing.
There will be many changes in the full retail edition of the game that we are working on.
There will be a level select system, but crawling doesn't really fit the theme too well here. It's supposed to be somewhat challenging and getting stuck on an obstacle and getting caught by the predators is part of that challenge. It's a bit of a throwback to games of old where without warning you end up dying from a misstep or some enemy comes out from nowhere. Granted most games these days are made to be played at a breakneck speed with reckless abandon, Gelda was not made to be played that way.
We are planning to zoom the view out a bit to give players more to see.
I think, the fact that I went to watch "Hilda" after playing, alone tells how good this game is.
Considering that Gelda was made in less than two weeks, it's quite impressive how much visual content it has. I really hope to see more. I'm also glad to see fixes and adjustments in gameplay throughout the Jam.
One addition, I think, is necessary after the game will have more levels - option to replay them to get sketchbook pages missed on the first playthrough.
We are happy that you liked playing the game. Replaying levels is something that is being considered as we expand the game world, it's mechanics, and flesh things out further. Thanks for playing! :)
wow, really impressive game with a lot of content! especially considering it was a jam.
im sure you already got comment on the controls (i for one couldnt make it past the the first big jump so i watched a video) so no need to repeat but other than that it feels very solid.
i never heard of hilda before but the game made me want to check it out, so great job :)
btw, i love the fact u are a family :)
Thanks a million for the kind words!
Did you play the original release or the updated release?
The update has a lot of bugfixes and the controls were adjusted to be more playable from the feedback we've received from the community.
original. i'll be sure to check it once i have some spare time, thanks for the tip :)
Gameplay video
Such a polished game, great art work, animations, sounds, and game mechanics! There is a lot of restarting in the game (at least for me, as I fall, and get caught by the tree monster a lot), so I'm glad you're looking at making the time to get back into the game much quicker :) Well done on a game well made!
Thanks so much for the feedback! We are really glad you enjoyed the game. Yes, we are certainly going to fix the player re-spawn rate issue, along with several other minor issues.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
Please give the updated game a whirl and let us know your thoughts.
Wow, really beautiful game! Felt very polished with the sketchbook pages and checkpoints! Took me a while to get the hang of using Abi, and I still don't think I've mastered it, but was definitely a lot of fun to play with!
I think main thing for me is when you "die" to allow the player to get back to the action much quicker. A couple times I accidentally just walked off a rock into the water and had to wait to get back to the action, I want to start playing as fast as possible. Along with that while the controls felt pretty good overall, I almost felt too fast for my own good at times, but once again I got used to it and really enjoyed the whole experience! What a great game for such a short time!
Thanks so much!
We will be making future updates to the game, and one of the items on our list of things to fix is the delay between dying and playing. The controls will be overhauled to be more responsive as well.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
Please give the updated game a whirl and let us know your thoughts.
Great game! Just need to fine-tune the controls a little to feel more fluid! :)
Thank you for the feedback! We plan to rewrite the mechanics in a future update since so many people have mentioned the controls. We had to make a final decision on them for the jam though, so we couldn't tweak them "infinitely" due to time constraints.
Sounds good! Best of luck to you guys!
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
Please give the updated game a whirl and let us know your thoughts.
The art in this is super impressive. Definitely captured the feel of the show in the characters, environments, and events. I loved the inclusion of the sketchbook.
Thank so much for playing! We are glad you like the art.
Great job making that artstyle of Hilda come to life in an actual game! I think the jumping with Ebi is a little weird as it propels me a lot if I press it quickly and sometimes I soar all the way up - but if I do it when I'm falling it doesn't really help with gliding. Somehow in the pit level it makes you float very high. I found it funny when I flew high enough to see the top part of the stage in the mistfur section. All in all, well done, love the notes on the character, the cosy room, the animations - its all so adorable!
Thank you for playing!
It's based on velocity. Abi gives you a jump that is based on the current velocity, so if you are falling down and you use Abi to glide you will get an enormous height boost. This was one aspect of the mechanics that was intentional. It does make for a varied jump and adds to the challenge by having you as a player need to time your jumps and plan your motions. We knew that there would be people who may see it as an inconsistency or a bug, and decided to run with it anyway because it did add to the experience. When it was a set static distance, it didn't feel as "fun" to play when testing the mechanics. :)
The aspect itself is cool. But you should've explained it (that I need call Abi while falling to get me high up) somewhere in the game.
P.S. Also, you have a bug on the second level - if I take lower path and call Abi to lift me while falling, it takes me up and I drown in the river that is on the upper path.
Our 5 year old son just discovered that bug yesterday.
The death-collider from the upper level is exposed and should have had a solid collider blocking it from being hit from below.
It will be fixed later when we update the game.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
Please give the updated game a whirl and let us know your thoughts.
Excellent Game, Hilda quickly became one of my favorite shows. Only suggestion on my end is that I had trouble in the second level determining which branches I had to dive under and which ones I did not. Beautiful Art and Animation though.
Thanks for playing. We will take that point into consideration in our future updates. Either marking them in some way, or having them all point in the same direction.
This is amazing!! It controls super smoothly. The artwork and animation is excellent. I love it
Thank you so much!
really a great game - congratulations - graphic is superb
Thank you. Our artist thanks you for the kind words.
Loved the TV show, and this feels like a great tribute to it! It was heartwarming playing this and noticing the references.
Also, is Gelda mocking me for spending too much time looking at her pretty animations? xD
Hahaha, perhaps? The idea was originally that she was teasing the wood troll, but we ended up making it an idle animation.
I love the artwork and animations, the game really looks gorgeous! The game idea is cool and the sound is great!
Thank you for playing our game!
Great music and artwork! The gameplay was really fun - only thing I'd suggest changing is lowering wait time after you "die", felt a little long and I wanted to restart the levels quicker. Nice work!
This did come up during dev, but we shelved that as a nice to have item which didn't make the final cut.
Likely will be addressed in future updates as we intend to extend the game with more levels and features.
Thank you for playing and for the feedback!
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
Please give the updated game a whirl and let us know your thoughts.
This is a very nice game with excellent graphics and great sound! I would only suggest improving the jump controls a bit for consistency. Still... I agree with Richard Marks that it's good fun to tweak it to fly really high.
In what way would you suggest to improve the controls?
We plan to extend the game later this year after our next current major production that was put on hold while we participate in this jam.
Any improvements will be taken into consideration for future updates.
ahhh... Well... Please don't take my comments too seriously. I just meant that it seemed that the jumps and double jumps varied randomly. Probably that's not true but it seemed like that. Sometimes I managed to jump really high and others not at all... Maybe I was doing something wrong.
It's based on velocity. Abi gives you a jump that is based on the current velocity, so if you are falling down and you use Abi to glide you will get an enormous height boost. This was one aspect of the mechanics that was intentional. It does make for a varied jump and adds to the challenge by having you as a player need to time your jumps and plan your motions.
ahhh... I'm so sorry for complaining about it. My bad for not realizing it. I must then give you game another go.
No worries. We knew that there would be people who may see it as an inconsistency or a bug, and decided to run with it anyway because it did add to the experience. When it was a set static distance, it didn't feel as "fun" to play when testing the mechanics. :)
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
Please give the updated game a whirl and let us know your thoughts.
My favorite part of the game is when you find ways to game the system and fly really high