Wowza! This is really pretty, especially that opening above-round scene. I really loved the lighting.
Great work!
Criteria | Rank | Score* | Raw Score |
Accessibility | #3 | 3.656 | 3.656 |
Theme | #12 | 4.063 | 4.063 |
Audio | #22 | 3.438 | 3.438 |
Overall | #22 | 3.384 | 3.384 |
Controls | #28 | 3.219 | 3.219 |
Graphics | #32 | 3.438 | 3.438 |
Originality | #38 | 3.281 | 3.281 |
Fun | #52 | 2.594 | 2.594 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.4.4
Wildcards Used
n/a
Game Description
something weird is going on under the cemetery, and you're about to go down there and find out!
How does your game tie into the theme?
the game is situated underground, under the graveyard where you've lived and worked for a long time!
Source(s)
n/a
Discord Username
philou#2555
Participation Level (GWJ Only)
three
Wowza! This is really pretty, especially that opening above-round scene. I really loved the lighting.
Great work!
Procedural Spook Simulator !
Friendly critters and Awesome party : 5/7 IGN.
Nice one! Great use of light, and the super spooky vibe. I like how its non-violent and chill, despite the darker theme. And procedural generation rarely ever gets finished in a jam, so congrats on that!
I really like a lot about this one. The initial scene is super unique with the lighting effect. Then the dynamic lighting below ground is really well done. The "NPCs rehearsing their lines" bit made me laugh!
I did get confused because I remapped the controls before playing, but the prompts in the game were still the original controls. Hopefully a minor fix.
Nice work on another submission!
Wasn't sure what to do with the worm and the ghost and got stuck. Nice procgen!
Another entry with really great ambience. There's a fun dissonance between the presentation and the quirky, charming writing of the NPCs. Unfortunately, the procgen level design worked against me here; the exits on levels 3 and 4 were almost immediately next to the start of the level, so I went straight from level 2 to level 5, where a ghoul told me "there's no more game here!".
thanks for playing, and for your feedback! i definitely should've blocked the stairs on level 3 to make it clearer to the player that this was not the way towards the end of the game. (there's one other npc on level 3 that allows to get to the party room, but hiding it at the end of some far-off corridor definitely wasn't my best game-making decision, haha!)
Hey I liked the funky atomsphere and cool getting the procedural generation working
Do you have any resources you'd reccomend for that? or learnings you could share?
thanks for the comment! :)
for the proc-gen, i watched some youtube tutorials that came up when searching for "godot procedural generation". the "walker" approach felt interesting for what i had in mind, and then i ended up sort of creating my own, wonky, janky thing.
clearly not the most efficient way, but what i did: each room is an instance of its own, room template scene (which has its own tilemap, with floor and walls and doors (hidden by default). i then have a map scene, with its own tilemap, but this one is never displayed, it just serves to keep track of where rooms are. the code then generates "room 0", looks for the four potential movement directions to see if the path is open, choses one randomly, adds a room there, and connects the two rooms together. you then repeat the same process from that new room, and so on. i had a path_length variable that allowed to control how many rooms i wanted per level, in total, and then, some rooms could become an "end of corridor" room, and it restarted from the first "room 0", to have separate branches.
or something along those lines... haha.
Lol, this game looks like it was probably a lot of fun to make! I really liked the lighting used in the initial scene of the graveyard. Didn't feel too long or too short, and I made it to the end and shut that party down!
If I were to give any pointers on things that could be improved, only one thing really comes to mind. The cardinal directions for the arrows seemed to be even in all directions. But when using an isometric environment, you actually move faster left and right than you do up and down. That's the sort of perspective that isometric environments try to emulate. I'm not sure what the exact math would be, but if you were to make the up and down movement speed 50% of the left and right movement speed it would likely give a more natural feel to the movement.
Either way, nicely done! Proc-gen is no easy task! Thanks for participating Philou! ^^
aww, D4yz! that feedback means a lot, thank you so much! i'll definitely play around with that movement adjustment idea, it actually makes a lot of sense! <3
...also, fyi: i ran out of time, but i initially meant to have alternate endings, depending on your game-ending decision. so, instead, have this "party-pooper ending achievement". :)
I love the music and atmosphere underground. Spent way too long finding the flashlight at first though... I definitely got lost underground and didn't know where to go. Enjoyed the 'NPCs rehearsing their lines' loading bark and chatting with the cockroaches and the headless guy haha
Awesome game, very fun and exciting to play. It fits the theme very well and I have lots of fun playing it!
Cute little game ! Good job on the procedural generation. At first I was afraid that I'll get frustrated by the dead ends but in the end (lol) it was nicely balanced.
And of course ghost and ghoul are the perfect couple !
Dude, i managed to complete your game without any kind of frustratuion.
Nice atmosphere, i like it.
Ghouls, worms and other gross stuff, nice party on last floor, right?
Nice little game, really love the look and music! I do wish there were some more interesting and fun interactions.
Is floor 2, room 11 (ghost) the furthest you can go? Good game feel. Unless I missed a door to go further and complete the story line, the experience doesn't feel complete. Definitely solid mechanics in play as well as cohesive art/music.
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