Thanks man, I appreciate it. I'll make sure to try the updated version this weekend :D
But even before that, congrats on the results of the jam and especially for keeping working on this, it's definitely worth it!
Oh man, tonight I wanted to try a bunch of games but this was the first I tried today and now I'm afraid I'll be disappointed in everything else I'll try xD I'm amazed you managed to create so many levels, all interesting and make this new mechanic work so well. It's so polished it doesn't feel like a jam game, it's definitely the best game I tried so far in this jam. Thank you for creating this!
Side note so that this comment can perhaps be useful other than the praise: There was one frustrating thing. In what I think was the second to last level there's a part where the body bounces on a platform while the spirit should pass through a gate on the top right. There every time the spirit would pass through it would immediately get snatched back by the falling body and the window was so narrow that I had to do try that like 20 times (also it's a bit weird that the fall speed during that bounce is regular while usually in spirit mode the fall is slowed down).
Thank you so much! We wanted to create more levels but ran out of time, in the end we had to go straight from basic tutorial to a quite hard level. The original idea for the symbols was to have each symbol of the main character match one of the souls they needed to gather but it was more of a conceptual connection rather than a suggestion on how to connect. In the end however we did neither because we ran out of time xD
Thank you so much! We were inspired by that kind of games and we thought that the vertical movement and the possibility to create your own shape to move around would be interesting additions to that type of gameplay. It probably makes the level design a bit harder though because we would also have to consider the different shapes a player could make (assuming we don't want to completely enforce them, which would be easier but definitely less interesting)
Very nice concept, and good execution. Really cool music and presentation. One minor grip is that the spawn point of the projectiles is not always on the tip of the gun and when for example you shoot to the left they start from below the player feet, which means that if it has a wall below they instantly collide.
Also may I ask you how created the shadows effect on the labyrinth walls?
At first I was confused by the fact that you called spikes a cube and I'm not sure if I missed it but I didn't find instructions on how to show the real world, I had to figure it out by trying different keys. But that's just an observation, the only real issue for me was that for some reason sometimes the jump didn't work and that was a bit annoying. Other than that, it's a nice idea. Also if you want people to see it as a Speed platformer game you might want to consider increasing the movement speed a little bit to make it feel more dynamic.
First off I should say I hate text adventures as I don't like not knowing what my options are in a context other than a live rpg where a master can guide me and give me some hints in case I get lost. So, that said, I got lost..not in the sense that I didn't know where I was, but that I didn't know what I could do..if I didn't peek through the comments I wouldn't have been able to finish it. The idea is nice though and it's well executed, I just wish I liked this genre more.
There you go, I have 11 ratings right now (web version available)
https://itch.io/jam/cgj/rate/477154
I will play all web games and some windows games.
This is brilliant! I really love that you took a pretty common interpretations of the theme but implemented it in such a way that it's not just mean, it's really clever! Also I loved your sense of humor, I had a chuckle at the end screen :) I only wish there were more levels, with a bit more options for the code. Nice job!
This was weirdly educational to be a "lying game"...unless...do the blue nutrients actually go to the left in my body? Apart from that it took me a while to realize that the meat and produce hint were inverted, I just though that the input was messed up, so maybe one thing that could be made a bit more explicit is the fact that those suggestions can be lies. Anyway, very nice game.
This is amazing. Great game design, level design, art and audio. Only the theme is a bit flimsy but the game itself is great. I hated the final level. My lunch break was supposed to be 15 minutes but I needed to finish this and just the last level took me 20 minutes alone. I kept overshooting the goal.
Anyway, great game, my favorite so far!
Thank you so much! Yeah I definitely see the resemblance with brackeys' game, it's basically the same mechanics but exploited a bit differently. And yep, I'm italian, I figured you were probably an italian team too when I saw the team members names on your submission page :)
Feel free to add my game to the collection, I'll keep tabs on your profile to see what our fellow developers are up to :) (also if you check out @MrMandolino's post just below, I'm pretty sure he's italian too)
This is amazing! I can't believe this is a jam game considering the amount of polish. The artwork is really amazing, everything moves when you touch it and the music and writing are great. At one point I'm not sure how I died but still, this is amazing. I had no idea that 2D artwork could work this well in a 3D environment.
One minor complaint I have is on the character controller: it feels a bit stiff because there's a short delay from when you push a button and when it starts moving, and a slightly longer delay when it should stop. Also while the side animation puts his feet quite in sync with the ground, the front and back look a bit like he's skating.
Anyway, great game guys, congratulations!
Very nice idea, but the act of mixing ingredients is a bit too long and repetitive..after I brewed the first death I didn't really feel like doing it all over again. Maybe by skipping the act of walking to take the bottle it would already be less cumbersome. I love how much thought was put in the book and the mixing of the ingredients, for my last Ludum Dare I also created a game called The Alchemist but it only had like 4 combinations :P (although that was more combat oriented). Great job with the artwork and audio.