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A jam submission

ENCAPSULATED:previewView game page

An adventure platformer, driven by it's odd story.
Submitted by Vitxer9 (@Vitxer9) — 5 days, 22 hours before the deadline
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ENCAPSULATED:preview's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#14.2864.286
Audio#43.8573.857
Overall#43.6793.679
Fun#53.2863.286
Gameplay/Design#53.2863.286

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
The gameplay, story, narrative, and visuals—I want to know if, even though this is a very story-centered game, it's still fun to play. Does the story reinforce the excitement of the gameplay, or does it just get in the way, making the experience slower or boring?

I also want to know if the story is engaging enough or if I need to advance it faster to reach the interesting parts.

I’d like feedback on how well this first chapter works so I can improve the next ones.

Additionally, please let me know about any bugs or poorly designed parts that I could fix.

What did you update?
The visuals, mainly the player's sprite, some dialogues in the story and few gameplay and game feel tweaks.

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Comments

Submitted (2 edits) (+1)

I was excited to check out your game. The art is fantastic, the characters are cute. I love Giovanna’s dialog. However, I feel like there’s a disconnect between the story and gameplay; I would consider focusing heavily on one or the other for now—and, if it were me, I would do gameplay.

The gameplay, story, narrative, and visuals—I want to know if, even though this is a very story-centered game, it’s still fun to play. Does the story reinforce the excitement of the gameplay, or does it just get in the way, making the experience slower or boring?
I also want to know if the story is engaging enough or if I need to advance it faster to reach the interesting parts.

Currently, I find the story gets in the way. You’ve got a lot of text up front, but that text doesn’t draw me into the characters or their world as much as I was hoping. I was surprised by how long it took to get to the action. I would consider introducing core gameplay much sooner and, importantly, be more concise in your writing. Rely more on storytelling through character action and atmosphere—and, as much as possible, through the gameplay itself.

Additionally, please let me know about any bugs or poorly designed parts that I could fix.

There are a bunch of typos; you’ll want to do a language pass. Also, I don’t know if this is a bug, but there were some unclear moments. For example, picking berries for Giovanna: “Did I already pick berries from this bush? Did I not? Do I have enough?”

As someone used to left-handed movement (ASDW) and right-handed action input, I would love rebindable keys. Z and X took some getting used to.

Personally, I value “game feel” in metroidvanias. I think you have a decent start, but to make ENCAPSULATED the best it can be, I suggest zeroing in on gameplay and feel at this point in development.

I hope that helps. I look forward to seeing where you take your game from here.

Submitted(+1)

I really liked the visuals and the artstyle, I love seeing pixel art that doesn't reduce itself to chibi or chibi-like sprites and the portraits in the text boxes really helped add more detail to the characters.

The story was quite captivating with the way it set up the idea that she was being kept in captivity and isolated from everything and everyone outside her dreams, however I think a way to bring the player more into the game would be to have maybe a level based on her dream that works like a tutorial, so the player can start interacting with the game and get more invested.

The gameplay could use some work, specially when attacking, the spiders sometimes felt that they were too short and the attack would not hit them. In a few areas, the spiders had colors that were too close to some backgrounds and sometimes I would not be able to keep track of their positioning when they jumped.

Also when collecting the berries right after getting the sword, I had no idea if you had to hit the bushes to get them I was just playing around and ended up having all berries with me, maybe have the bushes with a highlighted outline or a berry icon pop up when collecting them to just clarify that!

All in all, the story and art are pretty good as they are, you should turn some focus now on developing more gameplay mechanics and brainstorming better level designs (make sketches of them, if you don't like them then you can throw it away until you make something that you like better!)

Submitted

I got as far as wall rainbow and the game stopped responding to x and all other keys. Only the sound was playing and the idle animation for the character was playing then, the screenshot at that point is below. I honestly thought the story was the game, the only agency I had was pressing X. But the story is good and engaging, and the translation is really good, it was very clear in English what everyone was saying and her inner monologue. If you advanced the story faster (the converation, you and the scientist is a long convo) it might be ok. The pc sprite is cute, the eye blinking falling asleep was a nice touch. 


Submitted(+1)

This is kind of a hard game to talk about because it had me genuinely invested and wanting to see more, but the design also put me off at certain points. The story had me intrigued because it quickly went from standard-feeling sci-fi tropes to a fantasy world, and I like that I don't entirely know where the plot's going or what the world is like yet. I even went out of my way to do the vinyl side-quest for the spider girl and kind of got emotionally attached to her story in doing so. My one issue with the story is that the dialogue had a lot of poor grammar, which kind of fits for the main character given her backstory but seems sloppy coming from the other characters. (Plus the swear words felt a little out of place.)

When it comes to the gameplay, I think it's well-tutorialized and has a solid (if somewhat unoriginal) gameplay loop; I do think the controls could be a little tighter (like starting/stopping quicker), but they're fine as is. That said, I think the level design could be better across the board; it's a little hard to clarify with words, but there were a lot of little things that felt kinda messy. The stalactite obstacles could've been introduced better, there were parts with the rotating platform wheels where I wasn't able to progress because they don't reset if you touch spikes, there was a treasure chest I gave up trying to get because it required a near pixel-perfect jump across those rotating platforms (if I'm not able to get it with my base abilities, the game should be more clear about that), and there was another treasure chest that seemed to require tanking hits from the arrow-shooting statues.

If there is any part that I specifically remember giving me trouble, it's the bosses. While I commend the attack variety, they are way, way too hard especially this early in the game. It feels like they take too many hits, and some of the attacks feel like unnecessary and cheap additions, like how the Spider Dad summons more big spiders, or the Chef summons arrow-shooting statues. I gave up as soon as I died to the Spider Queen because the Chef already siphoned me of most of my berries, and the thought of doing it again, along with having to mash through cutscenes (there should either be a way to skip them or have them auto-skip if you're repeating a section) and the fact the last save point was not right before the boss ruined my will to continue. That's a shame, because the game really did have me wanting to play more of it.

Developer(+1)

Thank you so much for the review and for getting so far in the game! It's a shame that the grammar ends up being poor, english is not my primary language. I try to get better at it, but I sometimes end up using a translator. I'll try to revise the text and make all the adjustments I can.

The level design is also rough at times, and yeah, when you can't reach the rotating platforms, you have to leave and re-enter the room, which isn't ideal. I'll have to fix that, maybe by adding a lever on the floor to reset their position.

You can actually break arrows by attacking them, but it's fine if you missed it. That particular chest is meant as a hint that you can break arrows, and as a small reward for figuring it out. It's not necessary to advance, so it's fine.

I'll also nerf the bosses, and yeah, definitely placing the last save before so many cutscenes was a bad idea, lmao. I also plan to add a fast-forward option to cutscenes to make losing feel less sluggish.

Submitted(+1)
  1. Good worldbuilding in the white room. Sets up a cool concept of "what if a human was raised in total isolation". Not sure about her suddenly knowing how to swing a sword and jump and all that. I do wish there was a bit of interactivity in the white room sequences, even if it was as simple as just moving around.
  2. Combat is pretty basic. Just move around and slash, maybe jump on enemies. The lack of a jumping attack is also a bit jarring - unless that's a conscious design decision.
  3. Art style looks good. There's a lot of instances of enemies and hazards blending into the background due to the colors. Needs more contrast. The female goblin sprite is the only thing artistically that looks off - is this a placeholder perhaps?
  4. I enjoyed the platforming involving hitting the buttons to rotate the platforms. My favorite part of the demo so far.
  5. As mentioned by everyone else, UI needs work on being readable and needs more QoL features.
  6. Hit effects, especially on large spiders look great. 
Submitted(+1)

The art is quite pretty. I especially like the portraits. The artstyle and the cryptic atmosphere reminds me of Nier which is a plus.

Though the sprites are great, I find the attack animation a bit odd. It looks like she flails her arm and the sword moves independently. Maybe you can add a strongly posed  keyframe at the end where she grips the sword after the swipe.

Combat wise, hitting things is fun  but I think the game needs more verbs. I quit at the boss because you have no defensive options like dodging and some of the attacks do not have a long enough animation for the player to see and avoid. Maybe you're supposed to out level the boss or grind for heals. However, I can't recommend making grinding a requirement if you want people  to play for  the story. Additionally, I would like to be able to attack mid-air/directionally like hollow knight.

UI is stylish, However, I found the level up screen confusing. I could select a stat with arrows but couldn't actually level it up. I pressed every key in the keyboard to try and spend the currency but couldn't level up. I had 75 G and the level up screen said 30. So there's no reason to not be able to level up there. If it is a different currency then that should be communicated.

Level design wise, it has the "leap of faith issue" with spikes falling from places you can't see until you jump through. Both the spikes and the spiders blend in with the background. I don't know if that is intentional but combined with the lack of heals with repeated dialogue after death made the level design frustrating. 

I don't have any issue with respawning to a checkpoint after death. But repeating cutscenes after death feels punishing. You can integrate respawning into the narrative, have a skip button for seen dialogue or just put a save point at every cutscene.

The story setup feels interesting with the white room portions. The worldbuilding is good at dropping hints. The only complaint have is that the spider dad doesn't feel like an interesting boss storywise. If you're going with a world that contrasts with ours(it already has goblins), it'd be better to have a boss creatures that wouldn't exist in the normal world.

Overall,  good job. I think the story has potential if you manage to spice up the combat and improve the pacing.

Developer(+1)

Thank you so much for your review, it was really useful to read it trough, I didn't know that the first boss was that hard, I guess I can make the attacks more telegraphed and lower the difficul in general, also sorry for the confusion on the level up screen It doesn't level up with currency "G" but with xp that is called "orgone", I need to communicate that better, and about the moveset, It increases with each defeated boss it's like "learning" from this new world, but still, I didn't communicate that and the game could just be seen as lacking in the moveset which could turn away new players.

Again, Thank you so much for such detailed review! It is really useful!

Submitted

1) The intro does a good job of worldbuilding. It could however benefit from some cutscenes (dream) mixed in with the manual dialogue. That would make it feel less like a chore and more something uncontrollable like a dream.

2) The inventory UI is jarring. Everything in the game is neatly stylized with pixels and then you get a bright flash of white, modern text that takes you out of the experience.

3) An option to change control scheme would be nice. Personally more of a fan of the WASD, spacebar, e kind of controls than the arrows keys + bottom keyboard row.

4) The first objective you get is collecting berries. Without a solid indicator of progress, you end up having to find out at the very end if you accomplished the goal. To make it more confusing, when you transition between scenes the berry bush sprites are reset and you have to manually walk past each of them to find out if you missed them.

5) The objects that allow you to save, require the player to manually interact with them. Perhaps you could make the default (walking next to them) be saving. This would still leave you with the level up part as functionality for interacting. Forgetting to save is worse for player motivation than saving one too many times.

6) Having each "room" reset on transition seems like a disaster in the making when it comes to balance and gamefeel. It would make it easy to farm currency which only demotivates the player. As an example fully clearing a room could be rewarded and not punished.

7) Lastly the transition from the introduction to the actual gameplay could be smoothed out a bit when it comes to visual appearance. I don't know what part of it felt a bit off but the transformation was very sudden. Perhaps a short animation giving the sword would already resolve the issue.