Padrum Trudge
Play as a little candle descending into the abyss and fighting monsters along the way.
This jam was tough and and tried my best I definitely learned a lot and grew my skills.
There are some bugs and balancing issues I wasn't able to clean up but I think it turned out alright in the end :D.
-The core idea was thought up between me , my friends and the viewers of my stream.
The music was made by my friend Josh! <3
This jam was tough and and tried my best I definitely learned a lot and grew my skills.
There are some bugs and balancing issues I wasn't able to clean up but I think it turned out alright in the end :D.
-The core idea was thought up between me , my friends and the viewers of my stream.
The music was made by my friend Josh! <3
Genres: platformer
Tools: Unity



Comments25
The jump mechanics are kind of wonky though. At some places you can jump WAY too high and at others only a little bit with no explanation as to why. It's also possible to jump/walk up walls. (the character gets stuck to them or only shulffles downwards REALLY slow.
Love the atmosphere and I am absolutely amazed by the soundtrack. :)
Things you're probably already aware of:
- He's a little too far to the right of the screen rather than centered.
- The jump inputs didn't seem to register all the time. I've had this happen in my games when I put my `Input.GetKeyDown` in `FixedUpdate` rather than `Update`, maybe that's what's going on?
Overall, awesome job. The atmosphere felt great, and it would be cool to dive into the world more.
So I thought that too and I checked and double checked that all input was run through update and not fixedUpdate but it was all solid , the issue is probably coming from my checkground script or something like that. Later on I will go back and fixes those pesky issues. Afterwards I want to expand this little game and really polish it.
The gameplay was a bit confusing though, I noticed the game instructions don't tell you how to jump, I found that on accident. Its seems weird to have an action for right-click while left-click seems to go unused.
I got stuck in the first area, restarted and reread the instructions and realized I'd forgotten about spell casting, but then I had to sit though the text intro again. I suggest always putting a skip option in.
Still didn't get past the first area but I think I'll come back to this later.
My mapping for keys was so weird for this game like I used C for dash and Q for spell cast and as you stated Right click for an attack when left click was available.
The jump key is Space and there is an issue with jumping where the input isn't always recorded on the key press.
Thank you again for the feed back if I come back tot he project I will definitely make those improvements.
A short tutorial for the keys woul've been great.
Not-fun critique part:
Everyone has already told you about the jumping, but I'm especially confused about the wall-jump. Not sure if I was supposed to use that to get to new areas? I made it past the larva bosses, but got stuck right after that.
Speaking of which, there was a pretty funny glitch where one of the worms jumped on my head and just kind of hung out there until I ran left for a while. (Sorry I don't have a screenshot)
I also noticed when I shot the spell that it would sometimes go in a direction I didn't want? My instinct was to shoot and then run away immediately, since the shot has a pretty big warm-up, but once or twice on the larva bosses I would press the button, the character would charge up the spell, and then I would push the D key just a little too soon so it would fly out. It would be nice if the direction froze at a certain point in the animation.
Really cool job! I really liked the characters and enemies. Keep up the good work!
The mechanic of having your life and energy pool both tied to the same resource in your light is an interesting concept. It may lead to the player refusing to utilize their abilities in order to conserve health. For example, when I first killed myself by dashing too many times I basically decided that I would only use the ability if absolutely necessary. I basically made the same decision on casting. This may have been the intention, but I feel that the abilities that reduce health/light would have to be incredibly strong to outweigh the cost...
Making a game of this length by yourself in 72 hours is a monumental endeavor, and I really am impressed with what you were able to deliver. I am not surprised the controller is a bit buggy strictly due to the amount of content. When your scope exceeds your time limit, it often forces you to make concessions that you would not otherwise accept.
The spell was tied to the last direction the player moved which had a massive flaw in that as you said you could press a button mid animation and the spell would fly the wrong way. Since the release of the Jam I’ve fixed this problem with a similar solution to the one you suggested.
Thank you again!!
I’ll definitely refer to your comment a lot in regards to level design and guiding the player.
Thank you again!!!
The thing I was struggling with is a jump button being either unresponsive or working with hold only. It might be related to the physics, because I managed to fire myself up into the ceiling once :)
I was pleasantly surprised to see a boss fight, it was cool, but a bit too easy.
Anyway, it is a great entry! Keep it up :thumbsup: