It follows
This game is a submission for brackeys jam and godot wild jam 78
Brackeys jam theme interpretation:
"Nothing can go wrong" - undo mechanics (you can go back in time 1 second even after you died).
Wild jam theme interpretation:
"Erase" - your shadow is erasing everything it touches.
(wildcard "mimic" - your shadow follows your every step)
Assets:
Music:
Future Horizons by Universfield -- https://freesound.org/s/745041/ -- License: Attribution 4.0
Tileset:
Brackeys YT tutorial -- https://brackeysgames.itch.io/brackeys-platformer-bundle
Dungeon Tile Set -- https://incolgames.itch.io/dungeon-platformer-tile-set-pixel-art
Comments
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This game is submitted into two Jams . . . for some bizarre reason. While I can see what this game would have to do with the Godot Wild Jam, this has nothing to do with Brackeys Game Jam, and doesn't even follow its theme-restriction of "Nothing Can Go Wrong"
+ Positives: This game has good art, if you (or your team member) made that yourself, then good job! Also some nice music, although that's taken from somewhere else according to the credit
- Negatives: This game is janky as hell. Also, having the player hold the c-button to cling onto the vines (Yes, they are called vines in English, not "lianas") is not only a stupid idea, but it barely functions. Also, collecting the key does nothing, it certainly doesn't let me through the door. And this game's colliders seem to exist whenever they feel like (You're able to clip through a lot of things in this game, for example the goal platform). And the "shadow" goes apeshit a lot of the time, just perpetually falling through platforms until it decides to home back to you
Conclusion: A very cool idea and concept, but it feels very unfinished. I don't know how much time the Godot Wild Jam allotted for you to use to make this game, but this clearly would have needed a lot of polish. Even the hint/instruction of "shadow cannot exist in the darkness" is an unused feature beyond the initial starting point since this game has no other points of "darkness" in it. Take this experience, and my criticism, as a lesson. Take the skills you have now learned and possess to make a game worth playing in the future, because it (as a professional game designer) inflames my asshole when games with potential are squandered, either because of inexperience or time-constraints/people not learning they need a team to handle the production so that all of the things that are needed will actually make their way into the game itself
In the future, do better . . .
it's wrotten in the description the adaptation of the brackeys game jam. "Nothing can go wrong" you can go back in time 1 seconds after you died.
That's intellectually dishonest since that wasn't there until a few days ago. I'm not an idiot, I have eyes and a memory-span longer than that of a goldfish. The justification makes it make a bit more sense, but outright lying is not okay!
I think you are confused, my friend :)
I was just trying new artstyle at the time of your very first comment. I reverted changes back after I saw it's unplayable.
I believe I put this version of description at the same time as the playthrough video was released for this game. Which was 2 days before your first comment (and why can't I change the theme interpretation or add new mechanics or what not when the jam is not even finished yet anyways?)
At that point the game already implemented brackey's jam theme as in the second level of the game you actually have to "die", but nothing can go wrong because you can still teleport back to your shadow and only then complete the jump.
It is not an improved version of the game as you mentioning in other comments below. It is exactly the same version of the game that was released on Monday 17th before I tried changing artstyle, with some small changes (you can refer to the playthrough video).
I appreciate your feedback, but just let it go man, a lot of devs are submitting games for multiple jams when they align...
Sorry if my entry was confusing.
Take it easy :)
Do you think player should stick to the wall instead of having a "grip" ability (C)? or should I increase the time that would allow to grip slightly before (now it is 0.1s and I had negative feedback on that already) Or maybe a toggle ability to make player to decide?
I KNOW you should only have to press C once near the vine so my fingers don't break due to carpal-tunneling, and the gripping-detection should actually work, instead of tossing a coin on whether the grappling actually works or not
But also this cricitism no longer applies since the old game no longer exists, and this is a different game altogether
Instead, I have a new litanny of problems. This time holding the c-button does work . . . untill you have jumped with the space-button twice, after that it no longer works. Also, the platforming in this game is very unforgiving and it feels like it was made for some sort of speedrunner/eSports king. You have to land the jumps (because of the gripping-issues) perfectly in order to reach the goal-platform. I only made it there through strategic-planning and sheer luck + trial & error. A Jam-game shouldn't be like that . . .
The shadow's delay makes it kinda useless, and it destroying the platforms is a stupid mechanic (I see what you were trying to do with that one but 'tis a stupid mechanic). Instead of having to hold C, you should just make the character stick to walls automatically and design the platforming around that
Also, on the second level, I'm literally unable to progress. I get that you're supposed to dash and then switch places with your shadow in tandem but after the first switch the shadow just plummets to the ground like it would have rocks tied to it
This is a neat game, I already like it more than the previous one. Still needs some polish, but I could see this being turned into a full game that can be sold in stores ~
Thank you for pointing out about shadow going down when you switch back. I will try to rework this!
I personally like the idea that shadow is erasing the level but maybe it is annoying since you are not in direct control of it. I might change that mechanics and make player to destroy fragile tiles with time or something like that. Which I agree makes more sense :)
Thanks again man, appreciate your honest feedback!
Hey :) Just checked your profile (says you are a writer)
If you want, could you please also check this game and give it your honest feedback
a "horror card game without turns" where I tried to fill the story into a tutorial:
https://evengy.itch.io/theritual
My brother, I am a professional game-designer with an actual decree first and foremost. Also, I see the game has been changed now . . . and is an entirely different game now. It already looks like more effort was put into it, congratulations for that?
Also, the the "The Rituals" game that you had linked seems neat. Maybe you aren't a total noobie like I though you were. Good for you! ^_^
X to dash doesnt seem to work. I did manage to cheese through it by going outside the level from the top. GG
I might need to rework this, thanks for pointing out ☺️. Current implementation is that X just turns dash on rather than dashing and when you move left or right after that it should dash. Not yet sure how to implement the direction part of the dash...
I don't understand what to do...
are you stuck in the level2?
this game doesn't have a story, it is just a mechanics proof of concept :) it has only two levels, hopefully challenging enough :D
You need to get a key for the door to get to the next level :)
this game was made for the godot game jam (the theme is erase) but you also uploaded this to brackeys game jam which doesn't make much sense? But anyways this is good, but needs more content