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Bravery of the Coward's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art | #59 | 4.053 | 4.053 |
Theme | #67 | 4.123 | 4.123 |
Music | #74 | 3.596 | 3.596 |
Overall | #106 | 3.716 | 3.716 |
Gameplay | #197 | 3.000 | 3.000 |
Originality | #244 | 3.175 | 3.175 |
Is the graphics 1 bit? | #270 | 4.351 | 4.351 |
Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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3+
Write down what effects you used.
A custom-made 2 Color Shader & PostProcessing Effects (Bloom, Lens Distortion, Vignette)
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Comments
Absolutely genius way to follow the jam's theme, not only in one, but in 3 different and creative ways. Gameplay, art, and music are all great, and the game feels very polished, besides the bugs other reviews already pointed out. Excellent Job!
hey, thanks! Glad you think so :D
The bugs have been the only negative point so far so I expect it to rate highly in all other departments apart from gameplay lol.
It definitely deserves lots high rates!
Thanks!! :D
I like the concept of choosing a harder path early on to make the rest of the game easier.
However, this game has some minor issues. First, some of the so-called power-ups actually make the game harder. The jump force power-ups make it more likely to bump into spikes with your head, while the run speed power-up makes it more likely to walk into spikes. Second, is the cloak actually a part of the protagonist's skin? If so, that do explain why they got hurt whenever their cloak touches spikes. If not, your character's hit box is too big for their sprite. Third, there should be a respawn timer so that you won't accidently kill yourself right after you respawned.
Hey, thanks for playing!
- I'm planning to add a variable jump height (the longer you press the key, the higher you jump till what is the max jump height allowed). This should largely fix the jump issue. Will also look into the speed and other powerups!
- Apart from the floating scarf, the whole player sprite was part of player and takes damage. But I do get your point. I'll reduce the collider size. This was largely done so you could move to the edge of a platform on one leg without falling.
- We did make the respawning & health part in the last few hours so it doesn't have enough polish. But point noted!
Thanks for the detailed feedback! Have fun :D
What worked:
I like the pick a path difficulty idea. It lets the player make risk vs reward decisions to help them in the future, or to lower the difficulty if they feel it necessary. The art looks very nice, and the theme is done well. The concept of a complete restart is brutal, but can be done well if the deaths feel fair.
What didn't:
Some power-ups seem to hinder the player. The increased jump height meant that I kept slamming my head into spikes (the first dash level especially). The only way to get around this was to dash to cut my jumps short, which with the increased dash power sent me past the blocks. I then had to double jump to recover, sending me into the spikes anyway.
The text is pretty hard to read due to the background and the dots that appear as part of the texture at times. The UI also takes over a significant portion of the screen before disappearing in each level. It makes it hard to see, especially when you've already read it and are replaying levels.
Respawning needs a small delay. There were many times I would die and immediately run off a platform due to still holding the right button.
Movement should be tightened a bit, or level design should be matched closer to current movement. (most notably air mobility)
Bugs:
Everything (spikes and pit) on Level 6 (path of brave) seems to take out 3 hp at a time? I'm not sure if this is intended.
Level 9 (path of brave) seems to have an invisible spike/collider above the first spike tower? (maybe I just couldn't see it before dying)
Double-jump doesn't seem to work while running or dashing off a platform instead of jumping off (only works when following a normal jump, dash doesn't affect it either way (can jump after dash, but only after a normal jump)).
Great job! (2m, 9 sec, full brave)
Thanks for the highly detailed review!!!
What worked:
- That was the plan. To give player the control which can be changed anytime during the gameplay.
What didn't:
- I'm planning to add a variable jump height (the longer you press the key, the higher you jump till what is the max jump height allowed). This should largely fix that issue.
- Hmm, that's a really good point. I added dithering since without it the text didn't feel part of the game. Also, due to colour inversion, there were some issues. I do get your point tho. Maybe I'll add a feature that those will only be visible the first time or when you replay the tutorial.
- We did make the respawning & health part in the last few hours so it doesn't have enough polish. But point noted!
- Same with the movement. The plan was to go with Celeste style movement, but need to rework it a lot.
Bugs:
- We're aware of this bug after some other reviews also mentioned it. We'll push a patch soon.
- Hmm, I'll have a look, there were some disabled traps left so maybe it's one of those.
- So the way double jump is designed is, that it'll only work after you jump off a platform are haven't touched the ground. I think adding a slight leeway time could fix this, but will try to replicate what you mentioned.
Thanks for the thorough playtest and for reporting them! It means a lot!
Also, congrats on the near 2-minute score on full brave mode! That's amazing and possibly the highest so far!
I like the visuals and the effects, but found the gameplay confusing.
For instance, what was the purpose of switching the colour scheme at the lights? It seemed to do nothing other than change the visuals. Also, I wonder if this is something perhaps determined at the ending (which I never reached), but I could not find the difference between the coward and brave options.
If you are making a platformer, you really should have variable jump height. That is to say, you jump higher the longer you hold the button. This would prevent what I felt to be lots of cheap deaths, in which I could not see the ground or hit a ceiling spike, due to not being able to control the height of my jump.
I still enjoyed it despite my criticisms, so thank you for creating.
Thanks for playin'!
The purpose of the switching is well explained on the game page. In case you missed it -
1. Path Choices influence the difficulty (easier in coward mode) and rewards (you may not get rewards in the coward mode unlike the brave mode to compensate for the ease of levels).
2. Visual Contrast by colour scheme inversion represents the paths to reflect that choice!
Variable jump height is a really good suggestion which I'll take note of! The game does give you increased jump heights as rewards in some "brave" stages.
We're aware of the spikes issues and will fix that. Thanks again for pointing this out!
This is a beautiful game!! The effects are amazing throughout! Also really cool to see that we had the same idea on how to use the theme :) But I think the game is quite difficult because of the movement, as some other comments pointed out. Great job!
Thanks for playing!! We're proud of the visuals :D
I'll definitely check it out and leave a comment. The difficulty has been adjusted in the recent fixes and more are coming soon!