Cool one, the controls were a bit off but it wasnt too much of an inconvinience
Play game
Falisar Speranza Brackeys 2022.1's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #387 | 3.208 | 3.208 |
Theme | #401 | 3.319 | 3.319 |
Graphics | #445 | 3.472 | 3.472 |
Overall | #549 | 3.074 | 3.074 |
Fun | #650 | 2.903 | 2.903 |
Game Design | #691 | 2.931 | 2.931 |
Innovation | #790 | 2.611 | 2.611 |
Ranked from 72 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
it is about a man that is in a world where he is trying to reach "gold" that is not real, there is a fake ending and a Real ending
Did you write all the code and made all the assets from scratch?
I made the code from scratch and used pre-made assets some of which I modified
Comments
-Nice game! Indeed the teleporting was a bit confusing at first but got the hang of it later :) Would love to play it after the update
thanks for playing and your comment,
I agree that the teleport is confusing if you try to figure out where you are because of the invisible walls that block you from going in a particular direction, I have tried to remedy that for my release after the jam. it is almost ready. I am just looking for was to make the boss fight more fun and fair.
Very cool,
I felt that the player was a bit too heavy on movement/jumps on the platforming levels, and I think the viewport should allow the player to see more platforms at some points.
The beginning is a bit confusing for me😂
as you fall right away then you teleport to the start of the game, and I was trying to figure out if this was all meant to be this way.
So I think a nice transition between different levels/scenes would be nice,
The concept is pretty nice though,
Good Job!
thanks for playing , and your comments, it is a great Idea to have a transition scene for the teleport start of the stage. I realize that the teleport is confusing . h
Hopefully I have fixed that now, I have implemented your suggestion, I am new to Unity but this jam has taught me a lot thanks to great suggestions like yours. I look forward to your suggestions if you would play my updated version at the end of the Jam and also I look forward to playing games that you too create in the future as well .
This was a cool game! It almost felt like a mix between Unfair Mario and a metroidvania. All the platforming felt good; the only thing I would critique in that area is that the jump feels a little too weighty. I really liked the exploration aspects too, with discovering flowers being linked to progress. It all came together well, and I think you did a great job!
Graphics reminded me of Kingdom: New Lands a bit. Movement felt quite smooth, liked that death is rewarded with a quick respawn (would have been tedious otherwise).
Thanks for making this!
Lovely graphics and the music fit perfectly to the game! Although, the camera could be implemented a little better at moments. Specifically, when platforming I barely see what's beneath me so I have to guess where I'll land. Anyways, nicely done! :)
Liked the art style as well. Would love to see more options to be able to see what is fake and what isn't :).
Did you create the music or was it an asset?
It was a little confusing that I got teleported all over the level without any warning, maybe designing it continuously would be an improvement :) But I loved the beautiful art style and very fitting music. Check out our game too and rate, please :)
False Hope is an excellent game,
where reality is not necessarily what is seen.
Was this gamejam in October?
Because it feels like Halloween.
I think the art was beautiful,
I also loved the music.
The whole vibe was super medieval,
and the background were really scenic.
I really enjoyed playing your game,
the sword was a lot of fun.
I think this was a great entry,
I commend you on a job well done :D
Good game! I found the platforming a bit hard. Maybe a slightly higher jump would solve that? Either way, the game looks really nice, and it's got a good take on the theme!
That ending was pretty clever. I like how you have to do the non-obvious thing to beat the boss and get the good ending. It also works well thematically; the game is about the player character's greed, but you beat it by being generous.
The jump feels pretty floaty and awkward. The game isn't strictly a platformer, so it's not the worst thing, but it would have been nice if it felt better. Another thing that didn't feel great was how quickly you lose all your health when you touch an enemy.
Took me a couple of tries before I figured out that the checkpoint was a checkpoint. The fact that it's to the left of where you start that area means I never touched it by accident, and it didn't look like a checkpoint.
Thank you so much for playing and your comments. OMG you really got IT. that is what I was attempting to show in the game. You got the Good ending !!!
I have been taking everyone's suggestions, and I implemented coyote time , Jump buffer, made the player more heavy "weighty" with variable jump height. added a duck, added more feed back for the fake platforms, and I am adding a few more levels, also fixed the arrows that constantly face the player .
I will take your suggestion and make the checkpoint more obvious since I am adding more levels, also the player health i have been experimenting with more health, less damage and Invincible frames to see what feels the best.
I am also looking for Ideas on how to create a better boss fight, been watching mega man videos on YouTube. I might do something like your boss fight , but I will have to make the Scare Crow fly. (well there are stranger things in the game ) Do you have any suggestions ?
I am planning to release the update after the Jam is finished and would really appreciate if you game it a play through when I am done
please follow me for the updates. this has been the most encouraging and insightful review I have received, thanks !
I'm happy I was able to help with my feedback. I'd be happy to play the update once its posted.
My design process for creating boss fights is finding ways to test the player's familiarity with the game's mechanics in fun/creative ways. For your game, I would think about what gameplay mechanics you want to test the player on and work from there. Personally, I think there's a lot of potential in incorporating fake platforms into the boss fight (especially since you're adding more feedback to them).
Best of luck to you in your game dev endeavors!
I liked the art and music but gameplay and controls were a bit hard for me.
Interesting game! I liked the title and I appreciate the effort of making a trailer!
thanks for playing, I have been watching a channel on you tube on 18 century cooking and googled 18 century languages and I ended up finding Lingua Franca it was a trade language that was used back then I think. I just used the words for fake and hope. check out the link below
https://minds.wisconsin.edu/bitstream/item/3920/glossary4.pdf
Graphics are super cool! Audio cool too! I think, that miss feedback to see what is real and not real. Good job!
Don't hesitate to try our epic boss battle!
Great sprite work. The end boss is a real punisher, couldn't beat it but still a fun fight. I like the implementation of the theme with platforms and floors being fake, but some way to tell what's fake and what's not more accurately would be good. Like, the floors/platforms disappear or become translucent or turn a different color or something once you jump or fall through them. Good job.
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