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This game was REALLY ambitious and really cool. Having a cutscene with voice acting in a gamejam game is something i haven't seen before, and it being actually good is even more shocking. 

The music was also really good, but i would have liked some smoother transitions, when i entered the boss before double jump powerup i almost got jump scared by the music change. I sadly couldn't complete the game because my save just got stuck loading infinitely. 

Overall it was incredibly cool and ambitious game but with that also came a lot of bugs, im for example still not sure how the boss i killed died, when he died i dont think i was even attacking him. But scope is something that you get better at with time (im still rather shit at scoping my game, just look at my earlier games). But for just a months worth of work this was super cool, keep it up.

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Thanks. I appreciate that you thought the cutscene was good. I spent a lot of time on that.

That's a good note about the music transitions. There was actually supposed to be a cutscene before you encounter the boss, where the necromancer comes out for the first time, warns you away, and then raises the zombie, who is supposed to be your character's father. I actually coded into my music manager the ability to just have a song fade in. I didn't set it.

That's frustrating about the save not loading. Were you using the Web version or one of the download executable versions?

That's weird about the boss death being unlcear. I think fixing his movement might help. I suspect what happened is you hit him as he was mid-jump, and the death state queued behind the jump, causing him to die later. Alternately, it's possible he ran into a dagger stuck into the wall because I don't turn off their collision detection when they hit.

Yeah I learned a lot about scoping. I'm working on a postmortem devlog blog post. I learned a lot about what NOT to do. I also spent a lot of time debugging because for the first time ever, stuff wasn't appearing in the exported version for the game. Luckily, I did my first export with a week left. Unluckily, I ate up a lot of time debugging that was supposed to be devoted to level building.

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Ye the boss did die mid jump, so was most likely one of those. I was using the webbuild when i played so probably som issue with that (i have had other issues with web version of other godot games this jam to). Looking forward to seeing the postmortem devlog, i really like seeing the behind the scenes stuff.

Just finished the Devlog: https://dragonforge-development.itch.io/eternal-echoes/devlog/968561/post-mortem... Wanted to get it done before my next jam starts, which is just under 11 hours.

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Damn another jam so soon, best of luck there. And thank you for updating me, ill go ahead and read through it :D