Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Sliding HeroView game page

A sliding puzzle Zelda-like adventure game inspired by Nes and GB titles.
Submitted by Serotonina — 7 hours, 2 minutes before the deadline
Add to collection

Play game

Sliding Hero's itch.io page

Results

CriteriaRankScore*Raw Score
Controls / UI#114.3334.333
Overall Fun#144.4174.417
Art / Graphics#164.4584.458
Sound/Music#174.2504.250

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

(1 edit) (+1)

this game is really interesting! i played about 45 minutes of it.

i love this mash-up of genres. the puzzles are really well-done, with satisfying solutions. they have that great quality of good puzzles where they seem straightforward, and then you realize the challenge, and then once you figure out the solution it seems straightforward again.

the art and music are lovely, they come together to create a mystic dungeon atmosphere and a world i want to explore.

personally i was not a huge fan of the timing puzzles, though that’s more a personal preference than anything else. in particular, once i had completed a room and was moving through it just to get to a different place, having to wait for the right timing was kind of annoying since i had already gotten through the room.

also, sometimes the interactive elements weren’t obvious to me. for instance, after unlocking the sword, i didn’t realize that one had appeared on the level.

overall though, this was a really enjoyable game and i’d like to see more!

Developer(+1)

Hey Cryy22, thanks for trying Sliding Hero!
I'm glad you enjoyed it, and you are raising some excellent design choices I should address.

Regarding the timing puzzles (I'm guessing you refer to those rooms that both have a sequence puzzle and some hazards): I was thinking about, upon completion of a room puzzle, stopping traps and hazards that have a timing (green spikes, buzzsaws). Rooms that only have hazards are designed to always be a challenge for the player.

About intractable objects, it's something that came up during this jam a couple of other times, so I'm working on something a bit more eye-catching. Also, for the sword in the first room, I'll adjust the cutscene to point the camera at the sword.

Thanks again for playing!

Submitted (1 edit) (+1)

Jumped into this for a few minutes because the idea piqued my curiosity... and half an hour later I'm still going. I'll hopefully jump back into this again soon - I really love it.

Only recommendations I could make it finding a way to make the enemies "pop" more in certain areas as they seemed to blend in to the rooms a little bit. There are also a few issues with keyboard controls in the pause menu where it's not obvious to press the right key to move over, but that's something minor. 

Oh! Also the save system doesn't seem to work? I tried to continue and it put me in some room I hadn't seen before and I think the character spawned in a wall :)

Keep it up, can't wait to play more of this!

Developer(+1)

Hello!

I'm really glad that you loved playing Sliding Hero, it means a lot.

About the enemies not popping out that much: yeah, in some rooms there may be some issues in reading them. I will probably add a little glow or some other shader effect to make them stand out a bit more, and probably add an accessibility setting to really make them visible.

Regarding the bug, it's an issue with the WebGL version: I did a new version a couple of days ago in a rush and forgot to flag a Cinemachine Camera as off, so now each time you reload the game it makes that particular one the priority. This issue is not present in the executable version.

Thanks again for playing!

Submitted(+1)

Wow. I have nothing more to add than the fact that you made an amazing game.

I just had to time to try it for half an hour but I will come back to it asap to see more.

The game is so well polished. With fun puzzles and a well balanced difficulty the more you dive into it.

Visual and audio feedbacks are great.
Addictivity is definitely here.
Great game.

May I asked for how long have you been working on it?

Developer(+1)

Hi! Thanks a lot for taking some time to try the game.
I'm really glad you enjoyed playing it.

To answer your question, I've been working on Sliding Hero for the past year and a half on an on-and-off basis: I'm a freelance Copywriter now, so I'm taking gigs during the year to pay the mortgage, and bills, and finance the game. I'm not a developer by trade, as I'm self-taught and, even if the grind is real and tough, I'm really liking it.

(+1)

I can tell a lot of thought has been placed into Sliding Hero. Once I got the hang of the game mechanics and puzzles, everything fell more into place. I tend to enjoy sliding puzzle games like this, and the challenges definitely piqued my interest. Since I'm a casual gamer, I did get stuck at parts and would benefit from a hint system. Those that have a knack for puzzle games will surely do well though! Overall, I enjoyed how the world was built and admired the atmosphere while using my noggin. I can see how Sliding Hero can be addicting as there is a lot of potential.

Developer(+1)

Hello Amy!

First of all, thanks for playing the demo on your stream with such short notice. I'm sorry I could not be there live, I would've been the hint mechanic until I find a good way to address that issue :D

I'm really glad you liked it, it means a lot having this kind of response for the game.

Thanks!

(+1)

Hi! I'm from the Feedback Quest and your VOD is up if you're interested

LINK: https://www.twitch.tv/videos/1823141067

We've discussed quite a bit about your game and frankly I think there's little that needs mentioning here. Objectively the game is pretty solid. Amazing solid controls, simple loop and instructions. Story is pretty sub par and the main character felt a bit bland but you don't really need much info in these kinds of games. 

My only gripe objectively is the Weapon change is a bit slow and sometimes annoying and that some of the rooms need to be more visually appealing. 

As for other things I'd note, its entirely subjective and I've mentioned it on stream and you directly. That being, your promotion and presentation. A quality game, no matter how good, if it isn't presented properly or in an appealing manner, won't get traction. I highly recommend investing in some marketing, art and such for the game. 

Still amazing game and I would've missed it had I not been contacted.

Personal rating: 5/5 great game, enough said. Simple, solid, 

Developer

Hey Luna,

again, thanks for all your helpful ideas, comments, and feedback on the game.

The story right now is the weakest part, as the one in this demo is more of a placeholder missing some key components to make the lore more interesting. You'll love Luca in the full game ;)

Thanks again for playing the game, I'm really glad you liked it and found the hook interesting!

(+1)

Really interesting game!

As mentioned before on stream, the biggest thing for me was really the sfx during the boss battle being especially jarring, and I had to turn off the sound entirely to deal with the boss.

I did notice that there was never an incentive to NOT pick up all the weapons in a room so perhaps it might be interesting to have a puzzle where the player must purposefully avoid weapons initially to set up a room before coming back round.

I did very much like the last room puzzle, and thinking back to it, I think one of the reasons I preferred it to the room with all the barrels was because there were no gaps in the floor that forcefully reset the room.

I also feel the weakest element in the game right now is probably the player character. I don't think I find his personality very compelling or interesting for whatever reason. The boss character on the other hand seems a lot more interesting.

All in all, I liked it.

Developer

Hey Zafinyaa,

first of all, thanks for playing, and great job on being the first to finish the demo on stream. The audio issue has been addressed (that particular sound wasn't flagged for the SFX menu setting).

About not picking weapons: it depends on the room. Weapons spawn in a specific room and can be used only there (each time you exit a room with one equipped and pass over the purple glyph, they will disappear and return to the room, but also the whole room will reset). Setting a room before going for it sounds like a nice mechanic, but thinking about it may complicate things a bit, requiring the player to go in and out to actually solve it. s a design choice I wanted to give the player everything they need in the room, if it seems impossible to solve then there's something missing that you need to unlock (a new ability and such).

Oh, I'm a bit sad that you didn't like Luca, but I understand. Right now he's the "Straight Man", but lacks in personality. In the main game, some text is delivered differently, but I will address this issue.

Thanks again for playing!

Thanks for watching!

just to clarify, I did understand that weapons are room specific. What I meant more was maybe to avoid a weapon at first so a snail could act as a wall to access a lever or something before going to pick up said weapon to finally attack the snail (or something similar), since I noticed you couldn't switch back to bare hands after picking up a weapon.

Also also, I don't actively dislike the character, and I hope it didn't come across as such! Luca seems an inquisitive character himself which I can relate to. It may just have been I was more used to silent player characters in puzzle games, and so him speaking for quite a bit was a bit different for me.

(+1)

I am going through all submissions to make all developers aware of an important Google form I've made.

I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!

You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA

Submitted (1 edit) (+1)

Very fun game! I really liked that the levels had a lot of animations so the world felt alive, like with torches, eyes popping up in holes, and so on. I suggest adjusting the sound balancing, so some of the sound effects become more obvious. For example, the flame sound when the player is near a torch is awesome, but I only noticed that much later in the game. There's also a chime when the level is completed, but I didn't notice that for a while.

About having new mechanics being introduced through an in-game tutorial of sorts, like having to use the mace on a snail that's blocking the player's path, so the player learns that the mace can be used to knock snails. I think the other one was to have solid / translucent blocks that are on a timer that disallows/allows the player to go past, and then having enemies turn translucent when they're dying, so the player understands they don't have to wait for the death animation to complete before moving on.

I got stuck on a puzzle for a while, and you gave the hint that I didn't have the requirement equipment for that puzzle yet. It would be nice to have some notification in-game that would let the player know, so they don't spend a long time trying to figure out a puzzle they can't solve yet. Mages of Mystralia had a good method of something you could interact with, and it would tell you if you had the required runes for a puzzle -- perhaps you can do something like that.

Similarly, having an in-game hint system would be great. Mages of Mystralia had that as well, and Tomb Raider also had Lara Croft giving hints after a while, both of which were very useful to help players get past puzzles when they get stuck for too long.

Overall, I enjoyed playing this game a lot, the puzzles were good, the mechanics were fun, and I never felt like a death was anything but my fault (by moving too slowly, pressing the wrong key, etc).

Edit: VOD link: https://www.twitch.tv/videos/1825791099?t=00h49m11s

Developer(+1)

Hi Allison!

Your stream was great and you gave me a lot of insights and opened my eyes to some of the game issues (readability of the interactable objects, some sound effects missing out, the whole "you can't do anything in this room"). Also, the hint system, the new mechanics we discussed, the map, and the necessary QoL improvements are all great feedback to improve the game even more.

Really thanks, I'm glad you enjoyed it!

Submitted(+1)

Very nice and cute 8-bit pixel graphics! Simple to learn, hard to master. You have made a fun and addictive puzzle adventure game here!

I like that in each level you have to move, and the movement itself is a puzzle. Which is something I intend to add in my game for variety. Here, it works perfectly!

The controls are easy and fluid.  The sound was very fitting. Especially the level with the blocks that looks like dice that show "5" has great music.

Perhaps the only problem I had was that some icons (especially the ones near the enemies) need to be explained a bit better.

Awesome production! Be proud of yourself!

Developer(+1)

Hi! Thanks for playing Sliding Hero, I'm glad that you liked it!

Yes, the UI still needs some improvement in readability and explanation: I'm working on a more worded tutorial (but using in-game stuff, so dialogues, scrolls, and so on) to make it more organic and easy to understand.

Submitted(+1)

I've always loved this kind of puzzles in RPGs, so this is a treat! Even though I suck at it ha ha, takes me ages to figure out the solution for each room. The demo is really good, visuals, UI, sounds... The only suggestion I have as another reviewer would be to show the weapon's durability, so you know exactly how to plan ahead, based on the enemies and how many hits they need to be destroyed. Other than that, great job!

Developer(+1)

Hi PixelSlop! Thank you for trying the game and writing this review.
I still have to find a good way to show the durability in a more direct way.

At the moment, there are one to three blocks that appears behind the weapon UI slot, but they are not that readable considering this is the main feedback about them. That said, I've uploaded a new version with a couple of placeholder tutorials to better understand what's what.

Again, thank you very much, I'm glad you enjoyed it!

Submitted(+1)

Hello there, I just finished your demo, it was really fun!

I like the art style and the sound design a lot, and the whole game idea is very nice, I enjoy that type of puzzles.

You did a really good job, so I have only a few bits of feedback for you.

1. Healing water placement is a little bit punishing in the middle game, the second one feels like a secret. I feel like adding at least one more of them and placing them in less hidden spots would be fine. It is important because some rooms require the player to return to the respawn point to heal. However, the teleport system did a great job in the final part of the game.

2. Some things (very few) could be better explained, like differences between weapons. A window with a short description that pops up when the weapon of given type is picked up for the first time should be enough.

3. It could be a good idea to make boss copies a little bit more distinguishable (maybe some phasing effect?). Sometimes the boss is pretty far away and if we spend too much time searching for the right one we may not be able to reach him.

4. I think that I found red clothes at one point, but they didn't show up in the menu, so I couldn't wear them.

These are the only things that I can think of now - all the rest is fantastic. I would definitely play it more sometime.

Developer(+1)

Hey, you are the first one to talk about the boss! Good job on reaching him.

Regarding your feedback:

1) Yes, that particular safe area is badly placed in this demo. As the final game will have a more Zeldaesque open world feel, the player will be able to access safe areas in an easier way.

2) I'm a bit torn on this because I'd like to keep prompts and visual tutorials at a minimum (I'm still considering if it makes sense to have text pop out when you collect something, or a weapon gets destroyed) and let the player understand by doing (or reading the entries in the menu), but it's a valid point.

3) Yes, right now the boss main form has a different animation playing with a timer, but I guess that with a shader (like a hologram effect going on and off) it will improve the player experience.

4) This is definitely a bug, as it should show as the purple one did.

Thanks for playing the game and for this detailed feedback, I will work on some points during the jam, but some stuff will be addressed later.

(+1)

Sliding Hero https://www.twitch.tv/videos/1821212505

Addicting puzzle adventure. Every room adds something new to keep it fresh and entertaining. A little confusion about how the spike traps work at the beginning. When I died for the first time on the spike, my brain told me that I can't go that way so I didn't try to do it again. It wasn't clear that weapons had durability and that the player takes damage when hitting skeleton enemies. I know we talked about the game breaking bug in the save room, but try to give more health pools throughout the map or an item that gives health if there is a room that requires full life. 

Overall, Sliding Hero is addicting, includes great puzzle rooms, controls work great, and that art style is to die for! One room also had a sick soundtrack. Great job

Developer(+1)

Hi there, it was really fun watching you play the game!

The durability feedback issue is something I'm still thinking about how to design, while for the damage I will probably use a cutscene to make the player understand that the character just received damage, so to have something organic that explains the thing.

Regarding more health pools: the demo is a collection of rooms that will be on the final map, but positioned way differently. As I'm trying for a Zeldaesque open-world feel there will be much more health/save points that the player can access in multiple ways.

Thanks again for trying Sliding Hero!

Submitted (1 edit)

This game was a lot of fun! Well thought out rooms and puzzles, amazing pixel art, music that's very fitting for the theme, and the dialogue is interesting but not too much. You talk just enough but also jump right into the action. Just 2 things... plus optional #3 below:

1. When you're in full screen and press ESC to open the book/menu, it leaves full screen. You have to press ESC again to open the book. It would be nice if you could access this and stay in full screen. This might just be a bug, though.

2. Showing the swords durability on the icon would be helpful. That way when I enter a room and have multiple monsters to contend with/should only kill a set #... I know what the # is based on my swords durability count. Unless it is there and I missed it somehow.

I will be honest. I am NOT the best at puzzle games, so I wasn't able to finish this. That is in no way the game's fault. I just suck at puzzles and there was a particular room I could not figure out. Again... my fault, though. This leads to my next suggestion... but it isn't needed/required. It just depends on if you want dummies like me playing your game LOL

3. Maybe a way we can get hints to complete a room? Optional, of course. Perhaps scrolls we find, or a plaque on the wall that gives a hint. Though... eventually people will stream this game, so I could depend on YouTubers to show me what to do when I get stuck in certain rooms. My brain is just broken when it comes to these types of games haha

However, I'm not scoring your game based on my inability to complete puzzles. I'm still giving this top-scores because I can see how great this game is, and many people who enjoy puzzle games will LOVE THIS!

Overall Fun: 5 STARS! It's a blast, and I really enjoyed what I could get through. Each room is well thought out, and I can tell a lot of love, attention and detail went into this project. Well done!

Art/Graphics: Another great category. The pixel art is fantastic, and each room has some nice details from the torches on the wall, worms crawling across the floor, and the random statues that give off a glowing aura. Even the running animation of the main character looks great!

Controls/UI: No issues here. Controls are easy to understand, all movements were fluid and responsive, and everything on screen was easy to read/understand—just my suggestion #1 & #2 from above.

Sound/Music: Music is very calm and peaceful, but also sets the mood of the game! The sound effects are fitting and timed great. No issues here!

Developer(+1)

Thanks a lot for playing the game and for taking the time to write down this detailed feedback. I'm glad you enjoyed the game, I'll respond to your three main points as you raise some good issues that need to be addressed:

1) My bad for not mapping multiple keys for the menu. I'm still deciding between the old Unity input system and the new one, so I didn't polish that aspect of the game in this demo. Will upload a new version in these days.

2) Weapons durability is shown in the UI in the top right, the blocks behind the weapons represent the durability, but the feedback for losing them is basically invisible and I'm still trying to find a way to explain it to the player. I'd rather do it organically than with a prompt, but I have to deal with this as soon as I can.

3) Hints are a great idea. I had the idea of placing them around the room (as you suggested, a scroll or something written on the walls) but probably will probably make the Reset Sphere the holder of these hints, so by pressing one button you will Reset the room, while with another you will ask for a hint. Maybe 2-3 hints for each room.

Again, thanks for playing the game and for your precious feedback!

Submitted

Of course. None of my suggestions changed my score, though. I gave your game really high marks. This really is an amazing game so far!

(+1)

This game is pretty cool! I got stuck with the room with the breakable vase and 4 slugs, the vase doesn't reset when you restart the room and I think that made it impossible to clear. I had trouble reading the latin italics on the bright background as well.

Developer

Thanks a lot for taking the time to try my game! Regarding the room you got stuck in, the vase not respawning is a bug, but the room can be solved without it: I think it’s a bit too difficult for this demo considering the previous puzzles are just an introduction, so I will change it.

About the readability of the italics: it’s an issue caused by a glow material added to the font, I will change it today.


Thank you again!

Jam Host(+1)

VOD: https://www.twitch.tv/videos/1818808215

I love the fact the hero's movement itself creates the puzzle, as a puzzle game though i would love it if there's multiple solutions allowed for some of the problems but that might be hard to pull off given the game's puzzle design is very much based on the map arrangement. It's very charming and fun to engage with, just that my brain cell burns out after a while and this is not the kind where I can continue with my brain losing focus. lol The character design and sound is well done too.

We did come up with the idea of adding more Bonk sound types to keep the game fun when the hero slides against an item or enemy. That would keep the tired player for much longer due to sound stimulation.

Submitted(+1)

Can't really find any issue in this game, its just so well craftly made and I don't think I can add anymore feedback apart from the streamers feedback I saw.

Amazing work.

(+1)

Not for the impatient lol.  Really enjoyed the dialogue and the diverse puzzles in this game.

Submitted(+2)

I had so much fun! 

The puzzles were amazingly designed. I liked how every once in a while they required reaction time in seemingly turn-based game.

As for the presentation- it was readable, which is important in a game like this. 

I also like that the game had some plot, ant wasn't just a collection of puzzles (I'm a sucker for a plott, gotta admit).

Over all- great work!

Submitted(+1)

I like the idea a lot! Perhaps one tweak that could be made is the size of the UI, it's a bit unclear when on the screen you need to look to spot different interractables and such. I also really enjoyed the pixel art. 

Developer

Thanks for playing the game and taking the time to rate and leave feedback. Regarding the latter, were you playing the WebGL version or the Windows build? Because the WebGL version cuts out a bit of information if not played fullscreen.

Submitted

Ah I see, yes it was on WebGL, so that is probably what I had happen. 

(+1)

With each stage, it was clear that careful thought went into creating the game. The graphics were also incredibly impressive. I had a great time playing it and am looking forward to the full release.