I really loved the music and the atmosphere in the Game.
Play game
The Quest: Trapped in a Lie's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #62 | 3.632 | 3.632 |
Overall | #71 | 3.489 | 3.489 |
Fun | #97 | 3.453 | 3.453 |
Audio | #110 | 3.462 | 3.462 |
Graphics | #115 | 3.786 | 3.786 |
Theme | #145 | 3.479 | 3.479 |
Innovation | #182 | 3.120 | 3.120 |
Ranked from 117 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Really good game, really good theme and cool ambientation, the only thing I think it needs is some invencibility frames, the skulls hit me like 3 times in a row and the spikes the same
The game is really good, congratulations. Just think that you could make some invincibility frames when the player get hit :DD
In my opinion one of the best games i've played in the jam: full-featured and nice use of layer masks which fits the theme nicely... I wished the sword at the beginning had a bit more range to make combat less tedious in the beginning but it also gave me a huge satisfaction when i got the hammer!
very well done! keep it up!
I'm stuck right in the beginning. I'm also on a laptop right now (no real mouse - just click pad) so that might be the reason. I can move, jump, and swing the sword but that's it. How do I get past or use the eye block and weapon block?
The melee attack control could use some work, I find it quite hard to gauge how far my attack is. Perhaps adding some particle effect for the attack would help a ton. In later stage, the game basically turns into a twinstick platformer???? I find it amusing and super creative that you basically introduce me to a new genre! Overall, I find it enjoyable!
WOW!!This is one of the best games I've played in this jam..Everything fits out together perfectly..The soundtrack is relaxing and so are the visuals..However, enemies felt a little hard to beat..Took me about 10 tries to get through the first boss..But, that feeling of accomplishment was amazing..
Please make this into a full game :)
Cheers!
Thanks for playing! I wanted to go for a chill adventure, glad you liked the music (some people don't haha). In the newest build I added immunity frames to the bosses, and trying to learn knock back for the regular enemies. My goal is to make a full game after this Halloween jam that uses similar controls/vibe~
This is surely a solid entry for this game jam! I'm not going too spend too much time talking about the art or the audio, you already know those are awesome.
The problems I had with the game revolved around the difficulty, it was too hard, and not in a good way (at least not for me). First, the shield layer would pulse to reveal platforms, that made me wait frequently or not know what I was jumping at sometimes, which made me take damage based on luck. Second, the character attack direction was fixed by it's movement, and not its mouse orientation (why use the mouse button if it doesn't direct the attack?).
But those are just minor problems, the gameplay was really enjoyable, I loved the RPG style where you collect new items to go through known places, it also fit the theme well!
This is actually a pretty good game man! the atmosphere is great, the upgrade system is solid, and the level design is impressive. is it just me, or did people beat the game without the music. when I found this out, it made a huge difference.
But I have noticed a few things about the player that just doesn't feel right.
- When the player touches the ground, it kind of feels like he can fall through it if he falls fast enough. I'd suggest changing his Rigidbody2D collision detection from "Discrete", to "Continuous".
- When I was playing the game, if the player gets hit, sometimes, the player loses 2, or 3 hearts in a few frames. If this was intended, I'm down with it. If not, fixing this one is kinda difficult explaining this in the comments section. But it requires 3 variables. "private float InvincibleTimer;" will be stored as the time left before you can get hit again. "public float InvincibleTime;" is how long your invincibility will last. And "private bool IsInvincible;" will determine whether you can get hit or not. now in the code where the player takes damage, put all of that code in an "if (!IsInvincible)" function. now inside the function, add this line of code in there "InvincibleTimer = InvincibleTime." and in "Void Update", Add these 2 functions in there. "If(InvincibleTimer > 0) {IsInvincible = true; InvincibleTimer -= Time.deltaTime;} else if (InvincibleTimer <= 0) {IsInvincible = false;}"
- The final one is the spikes. once you stand still in the spikes, you won't get hit. This can be fixed in the Rigidbody2D. try changing the sleeping mode from "Start Awake" to "Never Sleep". Warning: This is where bug "No. 2" is needed.
I really enjoyed this entry! The masking effect was a nice touch. I had a little trouble with taking multiple damage hits from enemies (especially the big bosses) - maybe a brief period of invulnerability between taking damage? And I wasn't able to enter the room with the big skull with the two little skulls flanking him - I saw the boss and backtracked, but then could not get past the constant projectiles to get back into the room. Perhaps they could de-aggro if you wander far enough, or prevent the projectiles from going through the wall? I didn't quite finish it, but enjoyed what I played and will probably go back and try again after the jam rating period is over (trying to rate as many as I can in the meantime.) Beautiful art (and nice subtle effects, like the snow falling off the plants as you jostled past them) and a very cool entry. No pun intended!
Good game! I liked the small metroidvania feel and the knight's feather reminded me of Madeline's hair from Celeste. The graphics looked pretty good and the sound was nice. I think making the shield's vision range more consistent but still pulsing might have been a good idea, and maybe making the melee attack's range more obvious. Good work overall.
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