Beautiful art and the platforming felt balanced! I can imagine how much time went into playtesting the levels. My playthrough went smoothly, the implementation is really neat. Could not find the 2nd boss, but the exploration was so compelling that I want to look harder. Additionally, the keybing settings and saves are the cherry on top of the cake!
HP-AlexO
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Your game is really polished, congratulations! The art style is great and original, audio as well, also the physics felt well tuned. I only got frustrated a couple of times, when a tiny corner on the floor would prevent me from moving forward, made me wish there was a small jump ability. It was super fun, nonetheless!
Having another brain working on the main code allowed me to think about the level design. And it felt awesome!
The first concept design of the door was so good I had to keep it central trough the game. In the end the cas are so fucked that you can't see them before the end (sorry Ben TT I tried)
Thank for the feedback, we appreciate it!
I'm so happy you felt a tiny bit of hollow knight in there.
You are right tutorial wise it's very lacking :) sorry about that.
Without the Monday extension we would not have implemented any sounds. It was my first go at Godot sounds and I spent soooo much time on the music (with so so results exported at 21pm) the rest of the sounds are missing and are missed you're right.
Thx for the feedback, we'll improve next time because of it!
I'm very happy you liked the platforming. I do think we touched the modern and dynamic platformer style we tried to reach. The controls are janky and the lack of instruction is a problem tho.
Narratively we had to cut some features :/
At the last checkpoint the door close and you are supposed to see a cinematic like the one in the begining but we couldn't implement it or find a good replacement. Likewise our cameras are fucked, sorry about that!
Thanks for testing our game and for the feedback
Thx !
I made the music so I'm really glad you liked it (it was really sloppy but I didn't play music for so long it was full panic mode Hahaha)
I agree with you, the controls need work. We tried to get a modern type of controls but we couldn't get the fluidity needed and the animations increased some of the bad feels... (But I love them so much and the cost a lot so I didn't dare to change them)
Thx for the feedback!
Thank you!
We did put the controls on the Itch.io page but forgot to update the submission page as well, sorry about that. You can find them there:
https://hp-alexo.itch.io/doomsday
- Move around: AD or QD or Left/Right arrows
- Jump: W or Z or Space or Up arrow
- Drop down: S or Down arrow
- Dash: Left Ctrl or E
And we unfortunately ran out of time before we could add any kind of UI
Thank you Corey!
The initial plan was to implement a game over screen once you reach a time limit or close the door, but we got caught up by the Jam deadline unfortunately.
We forgot to mention that on the page, sorry about the confusion.
There is currently a 5min timer that reloads the level to materialize a game over, but that's pretty much it!
Hi!
Thanks a lot for your review.
I actually have no idea of what is causing the bug.
I think the game is hard coded in 1080p so when it opens in Itch.IO instead of a new window (like on my computer), the ratio is wrong and the camera goes crazy.
Sadly I can't fix it for now. But I'll search for a solution for the next game!
thx again
