Draki's Journey
GAME SUMMARY
Play as chibi vampire Draki, who navigates a mansion full of harmful rays of light that seep through boarded windows. The goal is to collect Novelty Items from your mansion to place into your coffin before you lay yourself to rest every night. The amount of light seeping in grows as angry villagers outside remove boards, limiting Draki's space more and more as the game progresses. Each Novelty Item has a different narrative reward that Draki can dream about before ultimately going to sleep in their coffin forevermore!🦇
GAMEPLAY FEATURES
- A profound and humorous narrative style
- A storyline that explores coming-of-age and gender expression
- Intricate Level Design that scales in complexity overtime
- In-house Music, SFX, and VFX, tailor-made to the game's theme and mood
- In-house, accessibility-proof Art, UI, and overall Art Style (barring extra level design assets)
CREDITS
Alex Norfleet: UX/UI, Art
https://nanocomputer.itch.io
Flo McQuibban: Narrative, Design, UI, PO
https://thesnitchy.itch.io
Germán Medina Calle: Music, SFX
https://audiochemist.itch.io
Jeremy Martz: Programming, QA
https://grizzlyjer.itch.io
Richard Cuartero: Level Design, Programming
https://rcuartero.itch.io
Ryan Salam: Programming, VFX
https://rsalam.itch.io
Veronica Rae Leda: Art, Animation, Programming
https://pichiiparu.itch.io
Play as chibi vampire Draki, who navigates a mansion full of harmful rays of light that seep through boarded windows. The goal is to collect Novelty Items from your mansion to place into your coffin before you lay yourself to rest every night. The amount of light seeping in grows as angry villagers outside remove boards, limiting Draki's space more and more as the game progresses. Each Novelty Item has a different narrative reward that Draki can dream about before ultimately going to sleep in their coffin forevermore!🦇
GAMEPLAY FEATURES
- A profound and humorous narrative style
- A storyline that explores coming-of-age and gender expression
- Intricate Level Design that scales in complexity overtime
- In-house Music, SFX, and VFX, tailor-made to the game's theme and mood
- In-house, accessibility-proof Art, UI, and overall Art Style (barring extra level design assets)
CREDITS
Alex Norfleet: UX/UI, Art
https://nanocomputer.itch.io
Flo McQuibban: Narrative, Design, UI, PO
https://thesnitchy.itch.io
Germán Medina Calle: Music, SFX
https://audiochemist.itch.io
Jeremy Martz: Programming, QA
https://grizzlyjer.itch.io
Richard Cuartero: Level Design, Programming
https://rcuartero.itch.io
Ryan Salam: Programming, VFX
https://rsalam.itch.io
Veronica Rae Leda: Art, Animation, Programming
https://pichiiparu.itch.io
Comments45
I really liked it, great job!!
Hi everyone! Thank you so much for your feedback already! We have now bug-fixed our game, and the confusing things mentioned in these comments that were due gameplay bugs have been fixed :) We will also be rating back now that we have the time.
Spooky regards,
Coffin Club
It would be cool to be able to skip the speech bubbles, or at least increase their speed.
But overall a nice entry
My only complaints are that a _couple_ times, Draki's dialogue was the same as the item description, and the game was a _little_ bit easy. Tanking through damage was quite easy to do with the dash. Still, really excellent work!
There are some minor edges that hurt the fun a bit:
- I'm a bit of a slow reader, so the monologs were too fast for me to read. Not auto-forward would have helped me, especially since dialog skipping is already implemented.
- Dialog skipping is not implemented for pick-up dialogs, which was a bit annoying in the last level, as I had to retry it quite a few times (and standing still mid-action for so long also felt awkward).
- The hitbox of the vampire is a bit odd? The top edge is too high for the perspective. It also made squeezing through these barriers harder then it should be.
- I was often taking damaging without realizing why. Maybe it was because of the hitbox.
Most can be fixed easily. Other than that, I might have preferred more complex mazes and less moving objects. So the gameplay gets more relaxed, to better fit the atmosphere (music also sounds stealthy and not pushed). But this may be totally subjective.
It's a big game for a short jam, so great job! I would be more inclined to continue playing after multiple deaths if I could quickly respawn without the long exposition each time.
Hi everyone! Thanks for the praise and all the super valid comments.
We pulled some very long hours to get this in, across multiple time-zones, so it means a lot to us all!
ANSWERS
- Space to Skip text (will add that to the itch page)
- Collect *all* Novelty Items per Level to unlock 'Press E' by your coffin (number of Items increase per Level)
- Not moving during speech bubbles was our workaround to avoid dialogue overlapping with Novelty Item text
- Mixed art style for free assets was not intentional but due to lack of time, indeed!
UPDATED BUGS-BOARD
- Fixing dialogue, text, size, typos, auto-skip, speed for accessibility
- Balance pass needed for playability
- Fixing player character hitbox for playability
- Minor bug fixes
Thanks for playing Draki's Journey and helping us improve our game! We will bug-fix what we are allowed to fix, as soon as we have time.
Spooky regards,
Coffin Club⚰️
Very cute art style, well written, intersting narrative and good sound.
Really enjoyed the game and story.
I guess the hitbox is a bit does not match.
Hi again everyone, thanks you for your continued feedback, praise, and honest commentary :D
[ANSWERS]
- ART: All the art is ours except most Level Design assets - some of that art is mismatched because we were very short on time! However, our Level Designer re-coloured them all to fit the mood, and the core assets are in-house, as well as the cover art, animations, gameplay trailer, etc!
- NARRATIVE: Have to agree to disagree on the writing being 'strictly flavour text' (but hey I'm biased):
1) the writing serves as a tutorial: about moving bookshelves, dashing, pressing buttons, warning about the cannon, light boards, etc. This I consider non-flavour text in its primary purpose, even if written in a flavourful way.
2) It also gives dialogue cues to better understand the gameplay, We even tried removing them, and it actually made gameplay confusing.
3) Part of the 'gameplay experience' is feeling like you are exploring Draki's life, so the flavourful feeling is an intended feature, and that's the experience we are aiming for (hence 'Journey'). :D
[BUG-BOARD]
- Garlic cannon shooting on paused dialogue is on our bug-board!
- Hit box specifications vs dash is on our bug-board!
Thank you so much for all the comments, and for helping us identify more bugs.
Spooky regards,
Coffin Club⚰️
Lovely work on it!
what I had a little problem with was the graphics where the main character looks different from the background and different from the objects and different from the furniture and everything was different and everything had different sizes
, you should unify it and draw pixelart at least all in one scale. (perhaps 32x32) - then there won't be huge chairs and tiny statues
drawn coffin and collectable objects drawn by hand then have a special effect. I don't know if it's a lack of experience with pixel art or an artistic intention. What's worse is that the graphics look great individually - once it's mixed together, it's a weird mash.
I enjoyed the game though, it's a shame there aren't more levels
- Thanks for the comments about Draki! The mixed art style was not intentional but there was, at least in our case, literally no time to make all of that by hand, let alone more levels, with everything else we did. The level design assets are not ours, hence the mixed style and not participating in the 'Graphics' category: what was hand-created is unified however:) Draki, his coffin, the collectibles, etc. If we had more than 72 hours and got funding, then unifying the art style would be at the top of the list
Story is engaging and fun.
Very nice entry. GG
I had a couple of bugs/issues here and there. Got stuck on certain walls for some reason, died a couple of times while I was trying to dash escaping the light. I was also hit by garlic while the game was in text mode. But I was stuck, couldn't move.
It is ok to read and wait for the text once but it sucks (!) to wait every time. Especially when you want a quick restart and eager to play as soon as possible. Making it skippable by click or escape would fix it easily. (or unlock the movement, so player can keep playing)
Unique idea, cute art, great music and SFX, well done!
P.S. just saw your posts about fixing/aswering to some of those issues. Good job!
[ANSWERS]
Heaps of thank yous to those who have played our game so far and enjoyed it, we are really touched! Thank you for the stream of compliments and honest opinions that have helped make our game better.
- Stopping gameplay on pop-ups was our workaround to not have different pop-ups override each other. Perhaps it can be improved in the future, but for now it was a necessary implementation.
-Amount of text in this game is a gameplay feature, but it should of course still be fun. It might be a personal preference, but we'll certainly keep it in mind!
[BUG-BOARD]
- Space to skip is functional.
- Dash movement improved.
- Garlic hits during pop-up pauses should not cause damage.
[OOS - OUT-OF-SCOPE]
- Improved Camera Movement was on the list, but lack of time made it out-of-scope.
- Space to continue for Novelty Item pop-ups is an idea that could be added in the future.
- IRL Sir Battington plushie sadly also out of scope :( heh :]
Thanks again!
Spooky Regards,
Coffin Club ⚰️
- Bit of lag when moving around - like, I kept sliding even though I wasn't pressing any buttons,
- No way to skip text, took a little long between reading and getting playing again (its okay, the text was funny!)
Thats about it. Nice!
Thanks a lot!