Very well done for such a short time constraint. Also great proof of concept for a more expanded version
salmoncave
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I think you guys did a really good job at getting a fully encapsulated game ready in the short time frame. I see you've done several of these jams, and it definitely shows! It's really rare to see custom splashes, menu effects, and full options menus in jam too and their inclusion was really well executed.
Did you guys code that whole menu from scratch for this project, or have you kinda gotten a template going the last few projects?
I really appreciated the look and smoothness of the main character's animation in this one. Unfortunately, I didn't actually know the game had upgrades until I came here and looked at the page after I had reached the end. The levels also included a couple of "leaps of faith" requiring the player to just trust that they would land reliably since the camera was too zoomed in to see what would happen.
Good work though, I think with some polish and a bit of research into some of the really good resources we have for side-scrolling platformers in Godot, you have a great jumping off point. I recommend looking into GDQuest if haven't already, it's made by the devs and they're actually covering how to do side scrollers with best practices currently. There are always a ton of great free resources available too!
Not usually a horror fan, but turn it into a card game? I'm listening.
I really like the concept having space be a sort of stand in for the typical mana system that you'd see in other card games. Playing cards also kinda reminds me of inventory management in Diablo 2 which I personally really enjoy, and the phrase "GET INK" to play cards goes real hard. Hiding the mouse cursor during movement sections in between fights could also help sell the immersive effect really well given the solid quality of your environments. Awesome stuff!
This was a really fun use of the theme, and I think there's a ton you could with this kind of level structure! The use of quick blurbs on each level with a new mechanic was a really efficient way to communicate the mechanics required for each stage. I definitely agree with a previous statement about a next level button and the movement indicators are a bit hard to see on the background. Those are really minor nitpicks that are easy to clean up though, nice work!



