That's what we do it for !
BVSSIC
Creator of
Recent community posts
Awesome choice of sound palette in this one. Once you get used to the controls they're also really satisfying. Only real issue I had with this was that the rebounding from walls was very dizzying, but I'm not sure if that's even something that can be adjusted or fixed haha, more-so something someone would just have to get used to.
Awesome game
Congrats on your first jam project! I hope you enjoyed your time and you learned some valuable things haha,
I think there's a lot of potential in this project so here's some immediate pointers:
- No need for immaculate sound, but a basic sound implementation would make the game feel a lot more alive. Sound is essential for grounding and juicing a game and not having any sound makes the game immediately feel weaker, especially in a genre like Horror, where sound is one of the most important parts for selling the experience.
- Make your walkable and unwalkable parts of your map more distinctly different. It's very hard to distinguish between the two so I often mistake a path for a wall and vice versa.
- Have the ring of light be centered around the torch instead of the whole player. I don't think I have to explain this one, it's just odd for the torch to not emit and form of light. Alternatively, you could also add a second ring and mix them together!
- Your resolution directly affects your gameplay. If you play in windowed mode, you'll see less of the game.
- Utilize fonts and themes for your text. Godot has a really good built in theme system and simply swapping out the text you have to something more suitable for the game's atmosphere would also go a long way.
Good luck on your next jam if you decide to do another! And don't forget, never try to overscope; Simpler iterative ideas are usually ideal since you can set a boundary where you think the game has enough content for there to be enough time polishing what you already have.
I saw your short on YouTube about this and decided to try it out. endearing little project that must've been fun to make! Mouthing out the sounds is something I've not seen in the jam yet so that's very creative haha
I do want to notice you that if you use the slam down ability onto an upwards spring, you just straight up get softlocked cuz you never actually touch the ground when going up and down on a spring, so you just can't move.
Other than that, I don't think both normal and air dash should take up the same 'dash slot' since you're using a limited resource dedicated towards a specific ability. It feels unintentionally punishing.
Overall very fun game though =)
Ahh, that makes sense then, I see I have found a funny exploit haha.
In seriousness though, that totally makes sense, hopefully locking player control against this as a safety measure should suffice, but you could also go the alternative way and double down on something like this in this project / future projects since the turn based and real time strategy you can get out of it is a pretty fascinating concept in itself <3

