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Torchure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #33 | 4.400 | 4.400 |
Creativity | #34 | 4.173 | 4.173 |
Topic | #35 | 4.182 | 4.182 |
WOWIE! | #36 | 3.918 | 3.918 |
Sound | #41 | 3.909 | 3.909 |
Fun | #206 | 3.509 | 3.509 |
Simplicity | #242 | 3.845 | 3.845 |
Ranked from 110 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Credits
Paul Daulby, Alex Hetherington, Jed Warwick, Thomas Watkins
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Comments
Amazing art style and premise! It kept me going and wanting to continue to explore every time you die!
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AMAZING GAME
Excellent! I love the premise and the use of the theme. It kept me playing death after death after death!
Great job! looks really good!
Very good game, nice traps, nice idea, but honestly it doesn't relate to the jam theme.
Great game! I loved the art style.
The randomly generated character names are awesome, as well as finding the dead bodies of previous runs.
Perhaps you could add some background music to add even more to the game's atmosphere.
Well done!
5555555!
This was fantastic! Nice art style and a great atmosphere. It was really cool inching my way through the level with some death scares. Great job on this.
Dang that was awesome! ive never approached anything as slowly as I did that skull. ha. Great job!!
Great game, super immersive setting, visuals are nice and consistent and gameplay is pretty addictive, I could not stop playing this :D
Only issue I had was when I got pretty far in the map it felt a bit repetitive to go through the first part of the route, and respawn time felt a little too long, but these are just minor things and maybe they cannot even be fixed given how they are actually crucial parts of gameplay and setting
Anyway, great job, I had a blast!
Nice game, love the art and idea, but the names are just fantastic!
Well done!
This is good!
Ayy, beat this one. There is so much to love about this entry. The visuals, atmosphere, gameplay, humor, everything is completely on point. Once you figured out what all the traps were, nothing felt unfair. I just wish I had another chance at the boulder trap. After taking the skull for the first time, it hit me in the back so I didn't get to see it and when I took the skull the second time, it didn't seem to reappear. You absolutely nailed it. Great job to everyone involved!
love that you felt nothing was unfair. It's obviously difficult but we still wanted people to realise what was happening on a trap by trap basis. Also we have been discussing how to alter the boulder so it's clear it's there without being as difficult as the other traps.
I added your game to my list of favorites from the jam here. Check it out if you want to try some other great games!
Really well done with this! I love the idea behind this and you've executed it amazingly! The random names and little quips are perfect but I felt SO bad at the end!!
Nice game! I liked the combination of the 2D player and the 3D world, that was cool! I also liked how well you incorporated the theme, it was cool to visibly see my progression through the map and be able to light up more an more of the map. The different flavor texts were also a nice touch. Some points of feedback:
- pleeease let me skip through the text, I am impatient and given the amount of times you die in this game it became grating having to wait through it each time
- I feel like the area right after the first arrow trap is too open, i stumbled around in circles aimlessly in the dark until I found the next section of the temple
Overall though, really well made game! I really appreciate how you added a sprint feature, although it did lag my game (webgl) a bit
Text skip is definitely a quality of life improvement we would add in a fuller version.
Thanks for the review
We've been thinking about how to lead people better into the corridor after the first trap for our next build. Just making it less open seems so obvious now you've said it haha
one thing I considered but didn't discuss is just continue the path from the bottom of the stairs to the next entry (so the path is on the cave floor), but I didn't want the player to feel so "I'm following this path".
I maintain more tactical heights so the first light spills over the entrance is the way forward
i was also thinking (and also didn't discuss) having vines go down from the trap to the entrance, as people are going to be looking at the floor anyway
and making the stairs from the trap less steep, so you can actually see them from the initial start point
I already put vines there :O
Didn't consider how dark it probs is though to see the vines.
Impressive! Think this is one of the best interpretations of the prompt that I've played so far. Love the idea of wanting to die so you can illuminate more areas of the level.
Iimpressive work, how did you do this in three days ?!?
Very intricate level design, nice interpretation of the theme, but most of all, the atmosphere of this game is absolutely perfect ! The temple had me on edge until the very end, the last rush back to the beginning of the temple is surprisingly tense, as the level layout is familiar yet not exactly the same when you're travelling back to the entrance, which was a nice way of ramping up the tension on the last part of the run.
My favorite game of the jam so far, congratulations :)
Thank you very much :) your game is also super impressive.
having 4 of us is obviously a huge advantage.
planning for like 2 or 3 hours straight before working felt like it helped a lot. and keeping all the first days code super clean was great, as its what everything else was based off (day 3's code was disgusting lol)
I'd highly recommend learning realtimeCSG if you're planning on doing anything 3d, it makes it so much quicker. here's a clip of it I took from our stream https://www.twitch.tv/footnotesforthefuture/clip/BrainyGleamingDillHumbleLife-7U...
Hi! I've put together a list of my top games from the jam and before I post them on the community section, I'm just checking that you are okay having your game's link on the list?
Yep go for it :)
Very nice concept! There has been a lot of work for a 3 day jam good job! However, I didn't finish the game it way too frustrating to go back to where I died, which is the main mechanic so I guess that I'm not made for this game haha
out of interest, do you know how many times you died?
Idk, maybe 10 times, but I was like dying from jumping directly from the first platform, then I was avoiding pressure plates but got killed by wall spikes anyway so yeah quickly frustrated me
Easily one of the best game in the jam, which used the topic perfectly!
I like every aspect of this game, the traps variety, dead end, how every death leads towards, the run feature to get fast where you was before, the little story with name generation.
One minor suggestion, It would be nice if I have to hurry on way back, because collapsing the cave or something.
Poor bastard, who killed on my control :)
Great work, you nailed it!
Thank you :)
we were originally planning on having snakes come out of holes in the walls and chase you when you pick up the skull, but we were getting low on time and thought that would require a lot of playtesting to make sure it doesn't end up too frustrating
the cave collapsing would have been a great idea, wish i thought of that :D