Juicy game! I included it in my Godot Community Jam compilation video series, if you’d like to take a look. :)
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Calefaction's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics and Sound | #19 | 3.125 | 3.125 |
Overall | #42 | 2.740 | 2.740 |
Gameplay | #43 | 2.563 | 2.563 |
Theme interpretation | #65 | 2.531 | 2.531 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Source code
https://github.com/Xydium/Calefaction-GodotJam
First Godot game
You already had experience with Godot
Comments
Awesome look 'n feel, the visuals, sound effects, music and UI are all very well designed and polished. The controls are very smooth too, so it all starts very well.
Then the gameplay is a bit tough to understand at first, due in part to it being so fast paced (and IMO quite hard) as soon as you encounter your first enemy, and the difficulty to distinguish between path tiles and walls. Still, I died a lot, cornered by enemies, but kept on trying :)
I had to check the itch page for controls though, I strongly encourage to always document controls in-game if not obvious.
Overall great work!
It was very hard to discern which tiles were walls and which tiles where not walls.
I had a few ideas to resolve that, all of which would have required more work than I had time for during the jam. First, re-doing the pixel art to have consistent, stronger contrast between the floor and walls. Second, a shadow-cast effect with the wall tiles, likely using another shader. Third, layered tilemaps, so that walls do not have to use an entire tile and instead are overlayed above the floor tiles, to make the difference more defined. I’ll be testing all of these for later versions, alongside reducing the strength of some other visual effects, as together they can cause eye-strain.
This game was a lot of fun. I really liked the effects and the feel of the movement. I also got mobbed by enemies into oblivion a lot haha.
I liked it but also experienced the getting stuck-in-a-corner-without-being-able-to-restart issue. Movement was satisfying and the enemies are somewhat anxiety inducing so that's good lol. Also really liked the chromatic aberration effect when getting hit.
Choose the corresponding platform to the files so it shows on the game list :)
Thanks for the feedback! I considered letting the player pass through enemies, but it eliminated most of the difficulty, so I decided to leave it in the game. What I should have also included is a way to restart when trapped (at low temperature, it takes forever for the enemies to kill the player). To try to balance the effect I adjusted the enemy tracking, so that they stop following after five seconds without line-of-sight. But, if backed into a corner, there is almost entirely no escape, except for the occasional physics glitch. The best thing to do when pursued by many enemies is to slow down and let the temperature drop. Their tracking range decreases to 100px and their speed to 400px/sec when the temperature is zero, which is a little more than three tiles long and allows for out-running them.
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