Very tough game! Though some of the traps blend into the environment too much since they're the same color as the ground. Feels a bit unfair when you die to one you didn't see.
The music and mood is nice. It was kind of hard, collision boxes were bigger than expected and the character is pretty tall which makes it a bit hard to navigate the traps.
Really nice mood and music. The palette was very well chosen and the visuals are very tight.
Gameplay-wise, I felt like the game was a bit frustrating. Obstacles are pretty hidden and there are no danger cues to let the player know they have to react, which turns it into a memorizing exercise. Collision boxes should be smaller in my opinion, to ease up on the frustration.
Jumping could've used a bit more gravity as it felt a bit floaty, maybe this was intended since the character is like a ghost?
Really enjoyed it! With a bit of tweaks this could be a very nice platformer!
I really like the graphic designs and the idea behind this. The only parts I think that could be improved are the jumping as its very OP, and making the shards stand out a bit more as they're easy to miss. Well Done!!!
Very charming little game. Its hard but rewarding after you learned the level. However the collectables where hard to spot since they blended with the background
Good and intertaining entry! The map is quite tricky to reach the end. It reminds me of that old troll Mario meme game, when traps pops out of nowhere, haha. Overall graphics are pleasing! Especially liked the comic in the beginning.
Oh, and when you try to rush through the level it starts' blurring a bit in an annoying manner. :( Probably it depends on the moving speed, maybe some restrictions would help.
The idea is good, however the execution at the current state is not very fun. The biggest issue is that the movement is very sluggish and unresponsive, in this kind of games it's very important to make the movement very polished. Graphics is good, menus could be more fitting the style and there are some issues with resolution in the intro, but overall the visual style is very nice. Last but not least, I have one more feedback/tip: don't use mouse to control the menus (and hide the cursor during gameplay, it's annoying) when the game itself doesn't use the mouse, it's not very comfortable when I have to switch to mouse only to click "retry". Use space and WASD instead, since it's used to control the game anyway. And if you allow to use arrows as an alternative to WASD, please make sure that the crouch is possible using arrows too.
By tightening controls and creating more accurate collision model this could be fun. Main issue here is very floaty jump. Arrows could have some kind of signs before they shoot, now it is trial and error rather than game about fast reactions. Art style is very good, strong monochromatic colour scheme, I like it.
I liked the graphics and color scheme but the controls should be a lot tighter- especially considering the game's difficulty. Some sort of checkpoints would be cool too!
Visuals and vibe are well made. Sound design is also good. I would like to add one point that, make the collision box smaller than the sprite near the sides. It feels better that way when arrows or any other object fly pass the player...almost touching . Overall the game is nice :smiley: .
I really like the graphics and the atmosphere. I tried again a lot, it makes me want to succeed! On the other hand the game is really frustrating because of the floating controls and the not very clear collisions. You should try to make the controls a bit more nervous and responsive. Good job overall 😊
The traps are clever and it takes a while and experimentation to get the timing down. The controls and jump were a bit loose, and the traps didn't always connect even if I thought they got me. Music is also a bit low, and restarting with each run.
Fell in love with the art, sounds were lovely too, but the controls were way too floaty and loose to control properly, would have loved the game if the controls were a bit more refined.
I'm well versed in Unity and I can tell you, you always wanna make your movement from scratch, dont use rigidbodies they're a trap. Also, if you are using a CharacterController component in the game, try applying movement as acceleration, add it to a vector that you clamp at a maximum speed(if need be) while you apply a force that constantly moves that velocity to zero(drag) this approach will create nice feeling movement almost instantly, with no rigidbody weirdness.
The floaty controls and wonky hit boxes made this 10x harder than it had to be, but also 10x funner! It took me a lot of attempts, but I was finally able to beat it.
The artwork and music were great, and overall nicely presented. You even had a little intro comic!
Nice art. A little hard for me, hope there is some check points in middle of the map so I don't need to redo the beginning part. Like that you displayed a picture to show player the control. Noice job.
Some critizism on the feeling of the controls: They are very floaty so its hard to control the player. For a platformer its generally easier to go with very tight and responsive inputs. It didnt help that you got stuck on the walls all the time. it would also be nice to have a way to better control the jump. Maybe have "s" double as a "get faster back down" option.
The art was nice and i really like the limited colour palette - gives it an otherworldly vibe. It was just a little bit hard to spot the soul shards. I completed it after some trial and error and finding a good cycle in which all the obstacles lined up well - that was well designed.
Ahem... I don't know how to evaluate this). You can forget about the fact that the character does not take into account the normal of the surface on which he walks, but the character is generally uncontrollable. It slide character, the jump is made on physics, that is, it is not arcade at all and there are zero pleasant sensations in it. And it is not visible when the traps will attack, that is, it remains to sit and wonder: and when an arrow or a pike will kill me one shot. And this kind of gameplay leaves little good behind). And how do I understand this is your first jam? Then you are still well done, but perhaps it was worth putting some other priorities in the development so that the player's gaming experience was much more enjoyable). I wish you success.
The artstyle is definitely the strongest aspect of this game, it's a very visually pleasant style and the restricted colour palette gives it a really nice look.
If the gameplay were tightened up and the collisions refined, I can see this becoming a fun game to speedrun with friends, in it's current state I found myself getting a bit frustrated with restarting over and over as the character's foot brushed against the butt end of an arrow, causing a game over, and then starting again doesn't seem to restart the timers on traps, so forming a consistent strategy doesn't really work as you can't predict what will happen and when.
If the collision was tightened up and the timers for traps resetting on restart, I can see this being a great game for people to challenge themselves and try to beat their own record times.
Manage to do it after a few minutes. Graphics are awesome ! But, hitboxes, gravity and velocity are quite frustrating. Don't know how to note your game, it's beautiful, concept is enjoyable, but gameplay is hard because of technical issues 😥
It's not secret, I am terrible at platformers. Still, I really appreciated the great visuals and the method to quickly give some story context early on! The audio was simple and effective, which is never a bad thing :muscle:
Impressed by the variety of traps you made in the short timespan! Really excellent feeling, the monochrome was a perfect fit. I agree with previous criticisms about the hitboxes making the game feel unfair, but that's understandable with the time limit. Couldn't beat the game myself, but would love to see the whole level design!
Also, found an interesting bug where crouching meant you were immune to arrows, even if they shot directly at you. Congrats on submitting such an aesthetically polished and vibey game!
I really enjoyed this game, the intro graphic and story idea behind it was really interesting. Although the controls were a bit floaty and the traps were not always predictable, it added an extra level of challenge to the game. The variety of traps in the game is impressive. The background music and sound effects did not detract from the game and the graphics style was clean and nice looking. I would typically suggest keeping active elements more distinct from static/background ones, but since this game is about avoiding hard to spot traps, it was well done. Maybe arrows and extended traps could be a bit visually separated from the rest, but even with that I didn't have any trouble reading the game. I'm curious to know what happens if you reach the end but don't have all 12 crystals, but overall great job on this game and I look forward to playing more from you in the future.
Nice art and cool play on the theme. Platforming and movement felt like a bit hard to control at times, especially since you get to jump again if you touch a wall. Took a few tries to finish the game, so the difficulty was good! It was addicting to try again and again. Well done!
Comments51
This game is REALLY hard, and a lot because of the physics that isn't responsive enough
Gameplay-wise, I felt like the game was a bit frustrating. Obstacles are pretty hidden and there are no danger cues to let the player know they have to react, which turns it into a memorizing exercise. Collision boxes should be smaller in my opinion, to ease up on the frustration.
Jumping could've used a bit more gravity as it felt a bit floaty, maybe this was intended since the character is like a ghost?
Really enjoyed it! With a bit of tweaks this could be a very nice platformer!
A smaller collider are probably friendly.
The map is quite tricky to reach the end. It reminds me of that old troll Mario meme game, when traps pops out of nowhere, haha.
Overall graphics are pleasing! Especially liked the comic in the beginning.
Oh, and when you try to rush through the level it starts' blurring a bit in an annoying manner. :(
Probably it depends on the moving speed, maybe some restrictions would help.
The traps are clever and it takes a while and experimentation to get the timing down. The controls and jump were a bit loose, and the traps didn't always connect even if I thought they got me. Music is also a bit low, and restarting with each run.
All in all a very cool entry!
I'm well versed in Unity and I can tell you, you always wanna make your movement from scratch, dont use rigidbodies they're a trap. Also, if you are using a CharacterController component in the game, try applying movement as acceleration, add it to a vector that you clamp at a maximum speed(if need be) while you apply a force that constantly moves that velocity to zero(drag) this approach will create nice feeling movement almost instantly, with no rigidbody weirdness.
Anyway, pretty good game, much love.
The artwork and music were great, and overall nicely presented. You even had a little intro comic!
The art was nice and i really like the limited colour palette - gives it an otherworldly vibe. It was just a little bit hard to spot the soul shards. I completed it after some trial and error and finding a good cycle in which all the obstacles lined up well - that was well designed.
If the gameplay were tightened up and the collisions refined, I can see this becoming a fun game to speedrun with friends, in it's current state I found myself getting a bit frustrated with restarting over and over as the character's foot brushed against the butt end of an arrow, causing a game over, and then starting again doesn't seem to restart the timers on traps, so forming a consistent strategy doesn't really work as you can't predict what will happen and when.
If the collision was tightened up and the timers for traps resetting on restart, I can see this being a great game for people to challenge themselves and try to beat their own record times.
Graphics are awesome ! But, hitboxes, gravity and velocity are quite frustrating. Don't know how to note your game, it's beautiful, concept is enjoyable, but gameplay is hard because of technical issues 😥
well done!
Also, found an interesting bug where crouching meant you were immune to arrows, even if they shot directly at you. Congrats on submitting such an aesthetically polished and vibey game!
Alot of fun death, I really like it!
Thanks for game =)
Here's the VoD so you can jump to your chapter and see it again!