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Kyomu Kara's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story | #2 | 2.600 | 2.600 |
| Art | #3 | 3.800 | 3.800 |
| Overall | #3 | 3.000 | 3.000 |
| Theme | #3 | 2.600 | 2.600 |
| Music | #4 | 3.000 | 3.000 |
| Overall | #5 | 2.829 | 2.829 |
| Gameplay | #6 | 2.600 | 2.600 |
| Horror | #6 | 2.200 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you take on any of the optional challanges?
No
Which game engine did you use?
TurboWarp
Is there anything else you want people to know before playing?
Play LittleGame first! It's very short!
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Comments
Hey, thanks for playing!
The game was initially supposed to have full control of its window, but those functions were scrapped in a rather lazy manner, which may have resulted in the monitor thing.
I actually really wasn't a fan of the soundtrack (with the exception of the menu theme and the rendition of "LittleGame"), but I've heard it serves its purpose well anyway, so I guess it works!
The game is made in Scratch, so coyote time might be a little hard to implement (also I want the game to reflect the classics in every way it can, and they weren't that polished). I guess if I had a script that waited until the player was off the ground, then offset other checks such as jumping accordingly? I'd have to experiment with it.
Anyway, thanks again for trying it out! The game is meant to be played with prior experience from the first game, but it's a jam entry so I didn't really expect for everyone to hold to that recommendation.
Congrats on getting your game done for the jam!
Man - people say the games I make are tough but this is like the Dark Souls of platforming! I guess like everything else it does take practice but I got frustrated by the spikes that you have to ground spin dash from a fall like in Sonic because when I thought I was rolling through the spikes still got me!
Even though I was failing and raging it did make me want to play it more to succeed and there you have something that is gripping the player so good job on that.
I really like the character sprite - it reminds me of a similar character I made as a kid many years ago. He was called Undon - a vegetable hybrid monster pet with a kid owner called Kevin.
I thought the game was nicely presented with the pixel graphics but I would have liked to have seen a scrolling background of some sort in there just to round it off, you know? Unless you were going with the theme of the world is set inside the depths of a dark void then I guess that would be fine :)
All in all it was a fun little experience I won't forget. Thanks for your effort and taking the time to make it and share it!
Hey, thanks for playing!
Yeah, this game and LittleGame were both pretty absurdly hard, but I hear the ending was worth it and that it pushes people to try harder.
I do love making parallax backdrops and maybe would have been able to make a decent one for this game, but there are some factors against it: The game is made to reflect NES games, which usually didn't have any kind of advanced backdrops, and there's a pretty huge chance the pixels wouldn't line up between the backdrops and the tilemap because the game is made in Scratch. Small things like that would risk breaking the kind of authenticity I'd managed to create for the game.
The game was completed in five days as a completely solo project, so I'm really happy no one's run into any major bugs yet. It's kind of a miracle.
Anyway, thanks again for playing and rating the game! I really appreciate the support and I'd love for you to play LittleGame if you enjoyed this.
Did you complete the full game? Just curious.
If you only played through until the game closed, open it again.
I got to the part where there was an NPC but they are on a platform surrounded by spikes so I couldn't figure out what to do. Plus getting there is so hard I only managed about 3 attempts to get past it.
The inclusion of checkpoints would have been handy since the game is so unforgiving in difficulty :)
Colliding with an NPC triggers some dialogue, then you just backtrack to the door in the center (your progress is displayed there if you look closely). There is something of a checkpoint system but it's not quite as blatant as it might seem. Something super involved just didn't seem necessary for something so small.
Apologies for my vagueness, but I don't like just saying the features flat-out, especially when my account activity is displayed for everyone on the platform. I think it ruins the fun.