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A jam submission

The Watchful DeepView game page

An ancient city hides great treasure. Hopefully.
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The Watchful Deep's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#83.5713.571
Execution#93.6193.619
Metroidvania#113.6673.667
Overall#113.5483.548
Sensory#153.3333.333

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Your Ephemeral Gaze:Zephyr, KKairos, 909crime, Thud, Genjarkenjam

External assets
Lusitana Font (OFL)

Prizes eligibility
LearnIndie

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Comments

Submitted(+2)

Very nice entry! Glad to see another Godot game :) Really nice art, which program(s) were used? The animations were well blended into the movement and I can appreciate the effort put into setting the story and developing the world. I kept getting a glitch where the songs would rapidly repeat the last note during scene changes. Other than that, I was very impressed and thought the progression and puzzle solving was fun and well-developed!

Submitted(+1)

*glitch was encountered on the web version, not sure about the downloadable version

Developer(+2)

Thank you very much! Yes, the scene transition glitch is an unfortunate issue with the web version only. We didn't get the export settings quite right. That's why we're recommending the desktop version to everyone. 

I used Procreate on an iPad for all the art and animation. This was my first time doing hand-drawn art for a game, so I appreciate the compliment.

Submitted(+1)

Fair enough, I've had too many issues with exporting to the web in the past, and can relate. Wow, first attempt at hand-drawn? That's extra impressive! Thanks for sharing the tools too! 

Submitted(+3)

It lacked a bit of metroidvania but this was definitely the best and most complete game i have played this jam. the soundtrack was full of bangers, the level design was flawless, the character controller was almost perfect and the pacing of the whole game felt really good. the only thing i didn't liked was the main character sprites, but that is definitely a nitpick on my part cuz i am a character illustrator and can't avoid looking at this things. Good job to the team, this game has high chances of winning the jam.

Submitted(+4)

Hey you all go!

Developer(+1)

Thanks so much for this! This kind of feedback is invaluable. Gives me a lot of ideas. 

Submitted(+2)

No problem! It was a damn fine game!

Submitted(+3)

Cool game! I liked the atmosphere of it all and chasing enemies were fun!

Jam Judge(+3)

yoooi that was a nice one indeed! Short, sweet, and pretty fun. The artstyle is also very charming, and the muisc is a vibe.

Gameplay is also very solid, it feels great, altought I missed a few jumps that I could swear should have reached the platforms, but that's nitpicking.
I also really really love all the little chase sequences and little enemy gags,  it's setpieces like those that I really miss on most Metroidvanias tbh.

There's not much else to comment, very good game overall. Another minor critique I'd give is that the one big room after the sleeping dude feels kinda blind-jumpy, and there was also one corridor with 2 turrets off-screen that were only telegraphed by sound but I didn't knew where they were, so I took the first shot of the top one, and then took the first shot of the bottom one when I heard the sound cue and tried to dodge it, wich was a fun troll, but not something I would advice for actual level design lol

anyway, I recorded the run, if you wanna see it you know where to reach me x3

Developer(+2)

Thanks so much! This is helpful feedback.

"I also really really love all the little chase sequences and little enemy gags,  it's setpieces like those that I really miss on most Metroidvanias tbh." Really glad to hear this. My favorite thing about making games is creating experiences like these, so I'm thrilled to see that it resonated with you. I told my teammates that the potato bois could either be super lame or super awesome depending on how we used them. Glad it worked. 

(+3)

Ok I played 1 minute of the WebGL and was hooked. Did the download, and played for 15 minutes, stunned. I hoping the rest of the game is as good as intro, with controls, music, feel, ambience, mechanics, etc, etc.... I gave it a 5.0 on first impression. Top game of the Jam so far and I have rated and looked at about 25 at this point.... Great job! Will come back and hope that the rest of the game deserves that 5.0  

***** (Five gold stars) First-Impression

Top pick for the Game Jam as of 12-18-23

Check out Chick-Magnet also if you have the time! Not finished, and a lot less of a team than you guys had. Hope to see more or work with the main creator of this in future. Awesome job

Developer

Thank you so much! I'm glad you switched to the download for the best experience. I've been intrigued by Chick-Magnet since I first heard about it! I will definitely check it out! 

(+1)

It's a work in progress....the alternate WEBGL is a little further progressed, but wasn't involved in the Jam.... while the PC download works a little smoother...its a little further behind in development.... thanks for checking out when you have the time
GameDev&Design

Submitted(+3)

A really strong entry! The visual style and the gameplay of being chased by monsters gave me really big Another World vibes, which is refreshing.

The intro was good, as are the visuals and animations. The enemies somersaulting over the spiky pits was delightful. The jump felt right, so did the gun and hanging on pipes. The music swelling as I progressed and then changing when I reached the second part was a nice touch.

I do have a few nitpicks. The background elements were pixelated, as if they were stretched with nearest neighbor interpolation. There were a couple places where a dead-end looked exactly like a room transition. And I was a bit confused for a while after giving the god the eyes as it didn't move and seemed to point toward the left: I tried crossing to go where it pointed but took damage. It took me a while to notice the cracked wall on the right and the fact the god didn't attack me sooner did take a bit away from the scare.

But overall I had a lot of fun and very little frustrations, it was short but very polished. Good job! ;)

Developer(+2)

Thanks a lot! Those two things you mentioned are both things that bothered me too. Wish I had had a bit more time to address them. At the end of the day they were two compromises after a long hard push. Definitely will address in an update. 


Thanks again for playing and commenting! 

Submitted(+3)

Hello!

Wow, that was intense and scary, well done! It was good level design overall with unconventional mechanics that are well used. Music was great and controls were responsive.

I would honestly like to see more from you!

Cheers

Developer(+1)

Thank you so much! We put a lot of effort into creating a memorable experience, so I'm really glad you enjoyed it. If you're interested in playing more from us, check out Missing Cats: Please Help, from mvm18. 

Submitted (1 edit) (+1)

Wow, I just played it in a row, that seventh cat was unexpected! :D

Amazing work as well, I'm impressed

Edit: try to find the sequence break in our game and tell us what you think! It would be great. Cheers

Submitted(+3)

Those fellas are really creepy. Good job on that one. The music was also very good, as was the visual style.

And well, you were not joking about stutters and lags on transitions and hits in the web build. Should have gone for the Windows export. My bad.

Submitted(+3)

hey i really liked this! loved the fellas. it was a nice bit of polish to have 2 versions of the fellas instead of just the one. the music was also really nice, it made me aware of how little music there has been in the jam games i've played and it really made a big difference. the controls were really great and felt polished as well. there are some issues i have with the functionality of the art in a couple of places, namely the room transitions were very close in value and hue to the bg and walls. having a light coming through them or even just some sort of consistent design language there like a bit of decoration that doesn't appear anywhere else would've helped a lot, but it didn't make the game unnavigable. i think my biggest issue though is that there's hardly any metroidvania to it, for the first half it has some but then in the second half it's closer to a collectathon. not that that wasn't fun mind you, but it might have been better to spread the power ups between the two sections, or really to roll both sections into one where you collect the eyes and the power ups at the same time, similar to another game in the jam "eternal flame". all told, really enjoyed it. felt very complete and it'd be awesome to see it carried further.

Developer(+2)

Thanks so much! I appreciate the feedback, especially about the art. Breaking up the game into three phases (exploration+ability upgrades, combat, boss chase) was an artistic decision to gradually build intensity of the experience, but i understand the criticism. 

Submitted(+3)

Short and sweet.

I'm not usually a fan of this art style, but it's very consistent and readable, and the assets are well made. Didn't have any problem differentiating between platforms, hazards and transitions.

The music is nice and the sounds are fitting.

Controlling the character is nice and responsive, the glove powerup worked well and opened up quite a bit of new places to explore. The gun on the other hand, felt a bit under utilized. The

The big arrow at the start, showing the intended path was a bit on the nose. and could have been done more subtly with environmental or map design. Other than that, the rooms were well designed and were fun to play through. I'd complain about the amount of ambushes, but that would be the pot calling the kettle black...

The intro texts got me curious to play, so that's a plus as well.

Would definitely play more of this!

Developer(+2)

Thanks for playing! The arrow was a last-minute decision. Wanted something more subtle for sure but in the end just needed something quick and memorable so players didn't get totally lost after getting the gun. After making past jam entries where people complained about not knowing where to go (One Hero's Trash) I tend to err on the side of obvious for mvm. I'd like to do something different in an update though! 

Submitted(+2)

Well, if you will have a map, then you could use colors on room transitions to highlight ability gates, but that's pretty on-the-nose as well. I'd rather go with having a dedicated one screen room, divided by the breakable wall in the middle.

Still, very solid entry, enjoyed playing it!

Developer (1 edit) (+2)

There is a map! Press start (enter). And thanks, that's a great idea. I think I'll use that in an update. 

Submitted(+1)

Well...

That just reinforces my point about good room design, that I didn't need to depend on it :D

Submitted(+3)

Good job, would have liked to see more enemies.  music seems to get stuck while changing scenes tho.

Developer(+1)

Thanks for playing! The audio unfortunately is an issue with the web build. We have learned that this version of godot frequently has issues with  lagging during scene changes.  We strongly recommend playing the desktop version. 

Submitted(+2)

Cool game! Only note is that the audio seems not perfect while moving from one screen to another and also while jumping sometimes I go back to another screen. But overall... Good Job!

Developer

Thanks for playing! This is unfortunately and issue with the web build. We have learned that this version of godot frequently has issues with  lagging during scene changes.  We strongly recommend playing the desktop version. 

Submitted(+1)

Yes I noticed as well. You should still probably use godot 3 until 4 is more stable. Consider that for jams almost everybody prefers trying the web version than the desktop one.

Developer

Yes, we used 3.5 but didn't get the export settings quite right for Web. But yeah I actually have data from a past jam showing the importance of web builds. 

Submitted(+3)

The visual of the game look nice, and the the gameplay and music are cool too. Also the boss looks creepy, i like it.

Tho the audio will glitch everytime you go to the next room, or screen loading in general. and at the end of the last room, it restart the room instead of go to win screen, took a few try before the win screen finally loaded.

But still, nice game!

Developer (1 edit) (+1)

Thanks for playing! This unfortunately is an issue with the web build. We have learned that this version of godot frequently has issues with  lagging during scene changes.  We strongly recommend playing the desktop version. 

Submitted(+3)

Love the game man. Love how you manage to finish a lot of places. But seems i found a bug where  I did not die when one spikes

Developer (1 edit) (+1)

Ha! That spike must have a block underneath. Good find. And thank you so much! 

Submitted(+3)

Overall very well done!

The game felt pretty good to play,  and I especially liked the gloves and how the gun felt to shoot. The player character felt very responsive, and it did what I wanted it to do. I think that the level design was quite good as well. I never really knew where I was going, but I always seemed to be heading in the right direction. I also liked the music, it really helped set the tone of the game.

That being said, I did run into a couple of issues that I encountered while playing the game. I'm not sure if you all will be continuing the project, but I thought it might be helpful to list them below. For context, I played the Web build.

1. Every time there was a scene transition, the music would pause, and constantly play the same sound over and over again during the transition between scenes. It became annoying when there were several scene transitions in a row, like using teleporters to another room, just to use another teleporter again.
2. This didn't really bother me, but there were very thin red lines that appeared in various places that looked out of place, like when I would land on a platform, or some blocks in the scene would just have them.
3. For the final boss chase (which was quite fun/challenging), the game would take me back to what I think is the last segment of the chase over and over again after I thought I escaped. It happened in the segment where the normal enemy also chases the player for a bit, and there is a vertical section at the end where the player has to rapidly climb up a pipe "ladder". If it helps, I can grab a screenshot of what I'm talking about above. 

I just want to reiterate that overall I think that the game was very well done, and I enjoyed playing it.

Developer(+1)

Thanks for playing! One or two of these  issues are specific to the web build. We have learned that this version of godot frequently has issues with  lagging during scene changes.  We strongly recommend playing the desktop version. 

Submitted(+3)

Very good entry!

I like the enemy AI jumping over some obstacles and the animation when it jump is very cool.

The ability progression and level design are good too.

Good job.