The pixel art was really nice and I liked the puzzle ideas! I would've liked to have a final mini game where you glue the vase together. The jumping felt odd, sometimes the character refused to jump high enough. He also tended to get stuck in colliders often. Also, could've used more feedback, like a sound and effect when you picked up an item, and some kind of effect on death instead of immediately teleporting to the beginning.
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Dragon Cave: The Secret Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #3113 | 2.500 | 2.500 |
Originality | #3318 | 2.583 | 2.583 |
Overall | #3477 | 2.375 | 2.375 |
Fun | #3939 | 2.042 | 2.042 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The pieces of broken vase join together at the end to defeat the dragon and escape the cave.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
Its a great concept, i think its quite creative. But i did have some problems with the game
Collisions seem to be really weird, it almost seems like player should be smaller in the world.
and i also had problems that Dracaemelos below had
Also i had problems identifying what is part of the background and what inst
You could play with the contrast or transparency to fix that
And i like the art of the game, its quite cute
This is a good game
Good job!
Interesting game, I don't often see adventure games' "pickup X and use it on Y" gameplay in a platformer like this. The first two rooms really leaned into that design, which I think made them work, but the jumps in the third one were a bit too high/tight, making some of the control challenges mentioned in the other comments stand out more.
Well, I feel like I finally mastered the art of jumping in this game... but I do have to agree with other commenters that the "sticking" aspect is quite annoying! XD Not wanting to sound overly harsh, just to say that that combined with the long time that it takes to fall back down after most jumps makes it difficult to navigate.
Howevet, what stopped me was that poor little lizard. At first I thought well, it's a peaceful lizard and that's why when the rock hits it it's a reset because you're not supposed to hurt it. But then my character came in contact with it and the room reset... so... my theories of friendly innocent lizard were shattered. :D But anyway due to the sticking I couldn't actually make the rock go down the path it was presumably supposed to go down, and thus my playthrough was at an early end.
This has a cute look going to it, kudos on the art. I also really appreciated that the input was all-keyboard. I'd love to see as another commenter was saying, the prompts be more along the lines of the "show, don't tell" encouraged by many game-makers, because it allows more of a sense of discovery that way. But really, thanks for the game experience! Cheers.
Props on making everything yourself. I personally struggle with making 2D assets.
As far as critiques go, the controls are pretty unforgiving. There's a bug where you essentially stick to the walls if you're midair and open against is. It's a significant enough issue that I really couldn't play past the first few rooms. Only other critique is that the visuals and goals aren't intuitive. It's functional when you explain in text when you're over a shovel, but it's not desirable.
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