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ArcaneRituals
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At a point design can turn from intriguing to inscrutable. I'm not sure this gives the player enough to latch on to in order to be invested enough to dig deeper. I'm not entirely sure the jaunty chiptune track really works, and generally I would make the player collider smaller to avoid awkward sticking issues.
Genuinely quite unsettling!
Game is very polished, and has a good atmosphere throughout. It has that kind of "high res PS2 game" look about it that is very effective for these short horror experiences.
The mise-en-scène of the room is very good. I think a nice touch would have been to vary it between levels a bit more - maybe not to the extent that it's a completely different scene, but enough to throw off the player. Once you know where all the hiding spots for the eyes are you get into a routine of checking them and so you never miss any.
The first time the lights tripped that got me good. Well done :D
Going to play through your game now. Here is ours: https://itch.io/jam/brackeys-15/rate/4313108
This is superb work.
I've seen quite a few people have a go at this kind of 2D/3D mechanic over the last few years but I've never seen it implemented cleanly before. The first level where you have to engage with the 3D is great - super well timed "oh shit" moment when you realise the staircase moves diagonally.
The gravity mechanic with the walls is also cleanly done, although I would probably have made that toggleable by the player. I can see a lot of potential puzzles and platforming gauntlets that would require the player to move in 3D and rotate the level whilst moving.
I would say ignore everyone that said a tutorial is necessary here. I think with this kind of game the joy is in the discovery. The fact it's minimalistic is part of it's charm. With more levels you could compound on the ways the two mechanics interact with each other and have a lot more epiphany moments. Telling the player how to solve the puzzle would ruin it, I think.
Visuals are very nice. Clean, bold, and readable - perfect for a jam entry.
The main point of criticism for me is the player controller. Feels a bit floaty. If the jump curve was a bit tighter and heavier and the character model did the whole "stretch and compress" thing it would feel a lot jucier. Can't mark you down for it though as this game has so much going on mechanically already :D
I know it would possibly make the 3D less interesting, but perhaps it would be better if the 3D camera angle wasn't controllable. Maybe you hit shift and them camera spins automatically to show an isometric angle in the direction the character is facing.
Definitely one of the best entries I've played this jam.
Nice feeling 3D player controller. At first I thought the jumping was too floaty to be precise but the more I played it the more I realised it's actually quite well tuned for what the later levels demand of you.
It took me a moment to work out how the invisible platforms worked - at first I thought there was a collision bug in the red platforms.
The difficulty and complexity curve is handled well.
The switching mechanic is good, there is a lot of places you could go with it regarding puzzles and other platforming challenges. A double jump or a booster pack mechanic would expand the possibility space a lot as well, as would a sprint jump.
Always nice to see 3D games in a jam!
We have a download only game that is still 5 ratings away from the cutoff 😭
https://itch.io/jam/brackeys-15/rate/431310
If you have a download only game drop it here and we'll give it a thorough rating + comment.
Thanks for playing and for the kind words! I also really wanted to jack up the difficulty, but we've made really hard jam games before and it never goes well when it comes to reviews.
I really wanted to add Expert and Guitar mode - where the chart follows the guitar solos - but I just ran out of time 😭
- Teddy
https://itch.io/jam/brackeys-15/rate/4313108
I guess it bears noting, we will rate download-only games.
This is a genius concept -as far as I know totally original. Some of the puzzles are really deftly made as well - a really nice mix of levels that require all your brain cells and levels where you spend ages staring at the gray blocks trying to work out an optimal path only to realise the solution is 1) obvious and 2) has been right in front of you the whole time.
Graphically this is obviously highly minimalistic, but it's striking nonetheless. The puzzles, when taken as a whole, are cool little art pieces in and of themselves. Music also very fitting aesthetically.
Not sure how long it takes to make one these levels, but a JS+HTML version of this that supports a Wordle-styled "puzzle of the day" would keep me amused for months.
Fantastic job. Best game I've rated so far.
Congratulations on completing your first game jam!
This was a competently made first game. The UFO mechanic is fun - although very hard (or maybe I am just bad at platformers). Do the UFOs sometimes change positions between deaths, or am I just gaslighting myself? 😁
For your next jam, have a look at things like jump buffering, coyote time, variable jump height, gravity curves etc. If you add them to your player object and make all the variables tweakable in the Godot inspector you'd have a polished 2D platformer player-controller that you can take with you from jam to jam!
First off, congrats on your first jam!
I've just come off a streak of reviewing games that don't really work properly - so this was a really nice palette cleanser for me 😀
Art is, obviously, awesome. Extremely diverse and visually interesting. The character's, monsters, and the train itself all look awesome. This is one of the those games that it's very easy to take interesting screenshots of. Background music is good. Catchy little ear-worm that doesn't get annoying.
The gameplay loop is quite compelling. I like these kinds of high-stress, active management games a lot. There are a lot of places you could take this concept, which is one of the ways you know you have hit on a decent jam idea.
I think there me be some kind of bug with assigning character's to the shield generator and fires, as sometimes the shield bar didn't increase any faster with someone assigned to it and sometimes fires just kept going no matter what I did.
Nice work friends!
The implementation of basic chess is pretty well done. Although I was able to trounce the "easy" AI and the game didn't seem to progress the difficulty at all (the only options after I won were to return to the Main Menu or restart the game.
The battle royal mode is a neat idea but I could never get a game to progress all the way through. Queens would often spawn in on the same square as rocks, rendering them invincible.
I'd always recommend adding some kind of AI to games like this, as it's hard to test out local PvP modes in a jam. Even some kind of system whereby P2/P3/P4 make a random move once per pre-determined "tick" would be nice.











