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A jam submission

PossessionView game page

Possess enemies and take control over their ability
Submitted by Retrochamber Games (@retrochamber) — 1 hour, 38 minutes before the deadline
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Possession's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#103.8803.880
Gameplay#323.1003.100
Overall#363.1153.115
Mood#442.9802.980
Audio#592.5002.500

Ranked from 50 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine

Unity

URL
https://github.com/johannes87andersson/Possession

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Comments

Viewing comments 39 to 21 of 39 · Next page · Last page
Submitted(+1)

What a cool platformer. The wall jump and possessing the enemies - great stuff. Enjoyed playing.

Developer

Thank you very much and also thank you for the feedback :)

Submitted(+1)

Really nice game!
I liked the art and the platforming mechanic, great job!

btw if you can play the game that I made and give me some feedback I really appreciate it :)

Developer

Thank you very much, I'm glad you like the mechanics of Possession. It means a lot to me :)

Submitted(+1)

It is an awesome gameplay technique I like it ! :) I couldn't finish it I was stuck at the bat, everytime I fall down x)
I just found a little glitch with the bunny : I got stuck in the map as I jumped to get out :)
But I loved the art and the music, good job !

Developer(+1)

The bat is also possessable, but you must possess while in air. It's bit tricky at first.

The bunny bug, I will remake the whole mechanics of the bunny now when the game jam is over :)

I'm glad you like the mechanics of Possession and thank you for the feedback :)

(+1)

I've played about five submissions so far, and this one turned out to be my favorite so far. The possession mechanic was really fun to help navigate through the obstacles. In this way, the game object characters possess more value in completing the level. The wall jump feature was nice, but I think I was more impressed with the character being able to recognize a ledge to climb up on; collider detecting ground tagged blocks maybe? Still, this was fun to play and finish. Good use of signs and coin placement to help guide the player through the level. Overall, this possession mechanic has great potential to become a puzzle platformer. As a suggestion, you may want to consider limiting the player's character to run, jump, and possess; this way, you can create a game object, like a monkey, to possess that can wall jump. Otherwise, if you keep the wall jump to the player's designated character, then consider designing levels that incorporate wall jumping to elevate into a possession of a game object. In any case, amazing job with your submission; I hope this game project is one that you may consider refining further.

Developer(+1)

I love the way you think!

I'm happy you noticed that the coins were there to guide you along the way. Also, I'm impressed how you learned all the player mechanics so fast :)

I will definitely re-think the mechanic of the player. Minimize it as much as possible and force player into more possessions.
A monkey that wall-jumps. Man, that is genius :)

I want to continue developing Possession and make it into a full fledge game.
When that day comes, I will add your name at special thanks in credits!

I can't thank you enough for your feedback. It's worth a lot :)

I appreciate your response, and if it helps give you some inspiration, consider playing or at least watching some game play videos from the Shantae series, her recent two games would be good places to check; but with her Genie magic, she transforms to other creatures so that she may navigate obstacles similar to your game. It’s a 2D platforming game, so it should help draw closer comparisons. Otherwise, you can always draw inspiration from Super Mario Odyssey, especially if you decide to keep the player’s designated character to be agile. In any case, I hope your game wins the Game Jam, or receives further recognition for your accomplishment here!

Submitted(+1)

I had a very good time with this first level! Hope I can play more in the future. The possession mechanic is great! There are some bugs, I entered in a wall and I falled down with the mushroom enemy and it didn´t die, but the controls, the jump on the walls, I thought they´re very good, I could learn them and execute them perfectly after some practice. I liked the way you can fall and sometimes not die, just return to a lower level and redo some parts of the path, I just missed the white worm didn´t come back to its initial position. There are some things to adjust in the game, but it has a very high potential! Good luck!    

Developer

Yeah, at the moment I send the player a few Unity meter above the currently possessed enemy. What I need to do is send up a raycast and check if there's enough space before un possessing enemy.

The enemies that did not respawn after falling was a major bug, I will fix it soon.

I'm super happy that you found Possession as an interesting game and I'm highly impressed that you took your time and really tried to understand the mechanics :)

Thank you a ton for the feedback, it means a lot to me :)

Hey, nice game, I loved the idea of possessing enemies, and the music fits with the pixel art. It was funny until got trapped in the ground, but besides that, it was really good. Keep the good work.

Developer(+1)

Yeah, the "trapped in ground bug"  are pretty disturbing. It'll be fixed soon :)

Thank you very much for your feedback, I'm so happy you enjoyed Possession and found interest in this concept :)

Submitted(+1)

Quite fun, great concept and mechanic.. I didn't have too much issue with the controls but I did get stuck inside a platform after popping out of a mushroom..

Developer

Yeah, that's an issue I must resolve. 

I'm glad you understood how the controls work and I'm super happy you liked the concept of Possession :)

Thank you a ton for your feedback, it's worth a lot :)

Submitted(+1)

Pretty fun little platformer! The controls are a bit floaty and getting the wall jumps right is quite hard, but good nonetheless. Nice visuals and audio.

Developer(+1)

Yeah, the wall jump must be re coded, got a lot of feedback on it.

Thank you for the feedback, it's worth a lot :)

Submitted

I really like the art and style of this game and the Possession mechanic is super cool, Unfortunately I had a ton of issues getting the timing of the walljump so I couldnt get very far but I really like this game and with a little polish on the controls I think you got a solid game to continue and launch. I played it on a live stream if you wanted to see my reaction and how it went you can here

Developer(+1)

The wall jump is based upon you pressing against the wall. At first it seemed like a clever idea, but I noticed a lot of players had a tough time with wall jump. I must remake it.

On itch.io it seems to be some kind of delay. I've upload it to my own server, and I do not notice the delay. 

The jump mechanic is on Update, though I like your analytic ability :)

Thank you a ton for making a video of Possession, it means a lot to me. I did not make the art self, but I'm truly happy you enjoyed the possession mechanic :)

Thank you again for playing Possession in a stream :)

PS.
I enjoyed your stream very much, cool, analytical and awesome feedback, well done :)

Submitted(+1)

Great game, I really like that possession concept you have.

Submitted(+2)

I see great potential here! It would be nice to refine the movement (the general feeling of it) and diversify the skills that opponents give us and it will be great!

Personally, I'm also a fan of shorter but more polished levels than long ones. This also creates more frequent checkpoints and probably less discourages players if they die again shortly before the end of the level.

Developer(+1)

I will add more skills which derive from more enemies :)
Currently looking into a better way to handle movement, wall-slide and wall-jump. But it's still on pen and paper stage.

I'm glad you found possession interesting.
I agree that level in this game fits much better, especially because of the difficulty.
Checkpoints will be required to keep most player not exiting the game.

Thank you very much  for your feedback, it's worth a ton :)

Submitted(+1)

I'm a sucker for pixel art graphics. ;)

Very cool idea, the art and the music fit together wonderfully. It's a really neat concept too. My only hang-up is that I'm having a little trouble connecting the game to the theme.

But overall, great job!

Developer

My idea was a bit lame. But there's a SNES controller at the end of the level. The idea derived from this phrase from Lord of the Rings.

All that is gold does not glitter,
...
Renewed shall be blade that was broken,
The crownless again shall be king.

Each level you will resurrect a SNES controller.

I'm happy you liked the concept, makes me happy :)

Thank you for your feedback, it's worth a lot me :)

Submitted(+1)

I think I only managed it twice to get to the worm in about a dozen attempts, I just don't get the wall jumping mechanic, not only because of the direction but the timing required is really tight and you can't grab a hold, take a breath (so to speak), and get ready for the next jump.

Moving and jumping worked with a gamepad (PS3 controller), but I couldn't find a button that would have done the possessing of the worm...

Developer

The wall jumps where not as intuitive as I first thought.  If you're against a wall, then press against a wall and you have as much time to wall jump as there's a wall to slide on.

No, I haven't fixed any controller settings so I'm positively shocked that it worked so well. I will add complete gamepad support soon :)

Thank you very much for your feedback, it's worth a lot :)

Submitted

Movement and jumping are mapped by default to some commonly used keys (like left stick movements map to w,a,s,d).

As for the wall jumping, while I can see how you got at "push against the wall to jump away", it doesn't flow naturally with the stick movement where you go into that direction to jump towards the wall, would expect to still move towards the wall to press against it, and move away from it to jump away. If moving towards the wall pushes against it and you jump away, there are several difficulties with it

* The character's movement flips into the opposite direction of the player's input
* So in order to keep going against the wall (and grab it) you have to change direction
* But what direction is it, that makes you grab the wall and cling to it?

(And having just the right distance when jumping is a major issue I have, to start with, but that's probably me...)

Submitted (1 edit)

This was a fun little game.

A few things I noticed: I could possess the worm from a long way away. I just landed, possessed him, and then left again ’cos he was already on the other side of the swinging club. Also, I fell off after I unpossessed the bunny, and had to walk around again. But then the bunny was still on the other side making it impossible for me to continue.

Well done, though. It looks really good, and the music fits really well

Oh, I also unpossessed the mushroom in the waterfall and got stuck inside the platform above it.

Submitted(+2)

Love the art style and music. As others have said, the wall jumping, while a cool mechanic, was really tricky and made it hard to fully enjoy the game. But I'd love to see what you can do with it once the jam is over. :)

Developer

Yes, I notice that. From point of view the wall jump is logical. You must press against the wall to wall-slide and wall-jump.

But I have read every feedback I got and once the jam is over, I will remake the wall-jump completely. 

I'm glad you like the style and music and thank you for your feedback, it's worth a lot :)

Submitted(+1)

I love the idea of this and the possesion is a really cool addition!

The wall jumping is not fun imo, not responsive enough to be a turn and face jumping mechanic...

was the line (I assume the raycast) supposed to show when possesing?


Overall I liked the style and think it has potential, just needs the wall jump sorting to be a very fun game!

Developer(+1)

Pressing against wall is required to do wall jump.  It seemed logical from my point of view.
But as i seems, I was wrong. It's up for a re-do but I need to figure out how.

It's a line renderer that is drawn as far as ray cast goes, it's more a visual debug atm. Basically gives the player feedback that something happens.

I'm glad you liked the possession concept and thank you very much for your feedback. It's worth a lot to me :)

Submitted(+1)

Found it quite difficult with jumping until i realease you jamp back you must press toward the wall you facing. I love the enemy possess feature. So cool to become a worm. Not sure if you intended it but i could become a worm from the otherside of an obstacle aswell which i thought was kind of a cheat someone would implement after game release. Great artwork and the audio fits nice with the game. great job.

Developer

Yes, the wall jump is depending on pressing against the wall, just like pressing your hands against to wall to get a grip.
How would you have liked the wall jump to behave?

No, it was not intended that you can possess through obstacles, I just didn't think about it. I'm glad you're giving me that feedback so I can fix it :)

I'm very glad you like our concept, that makes me very happy. Thank you very much for your feedback :)

Submitted(+1)

The jump is pure preference. Nothing wrong with it. :p For the possession i was on the otherside of one of those swinging clubs and the worm way on the otherside and i pressed and was teleported to the worm. So not so much an obstacle i went through but didnt have to wait for the worm to come close or pass underneath the club to possess if that helps. :)

Developer

Sorry, I did not mean to be rude. I only meant to be objective.
I'm genuinely happy for your every feedback, it helps me improve the game even more.

Yes, every feedback I can get helps a lot. Thank you very much, I'm super glad that you took the time explain in details :)

Submitted(+1)

No stress. Didn't even notice. I just wanted to make sure i didnt have you testing all kinds of stuff without knowing the proper scenario. hahaha

Submitted(+1)

Your art is really cool! Did you create everything? In terms of control, I had some difficulties with the wall jump as it isn't intuitive.  I also ran into a really interesting bug where I possessed the small jumping larva and got stuck inside the collider because I jumped close to the collider at the same time I unpossessed the larva. 

Developer

No, the art is made by o_lobster.
I'm a programmer. I made the character movement system based on transform.translate and my own custom velocity handling.

The wall jump now is created so that you must press against the wall. Also, I understand the players wanted to turn against the direction they want to jump. I must rethink the wall jump.

I'm currently working on a bug fix for wall slide and will upload it shortly.

That's a cool bug you found there, also I'm glad you uploaded an image. I'll add the bug to the fix list :)

Thank you very much for your feedback Goblin, I genuinely appreciate it :)

Submitted(+2)

I really like the game, but I really hate the wall jumping. It feels clunky and unnatural.

Developer

Yeah, it's a bit unstable. I am currently working on a bug fix and will upload shortly.

Thank you very much for your feedback, it means a lot to me :)

Submitted(+1)

I like the possession game mechanics, could have a few more puzzle elements with this feature. The  (wall) jump feels a little uncontrolled, but still good work :)

Developer

Yeah I got a lot of feedback on wall jump mechanic. I need to rethink it.
More puzzle elements are on the upcoming list :)

Thank you for your feedback, it means a lot to me :)

Viewing comments 39 to 21 of 39 · Next page · Last page