I liked the levels and aesthetic. I think you have something interesting here. I would recommend to review the jump function. It seems there is a bit of delay from when you touch the floor and when you can actually jump. It feels almost like nothing, but in games for precision jumps, controls must be as responsive as possible. Also, I would recommend to add "coyote time" so it doesn't feel that unfair when you make a jump near the edge and you just fall. Also the wall jump feels weird, because you advance so little while doing it and combined with the jump delay sometimes you just keep jumping in the same place of the wall. Best of luck!
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Ashenworld's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #238 | 3.694 | 3.694 |
Gameplay | #357 | 2.917 | 2.917 |
Overall | #391 | 3.148 | 3.148 |
Originality | #521 | 2.833 | 2.833 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I really am proud of the art I made, My hours upon hours in Aseprite paid off quite well! Even if i'm not quite fond of my gameplay, I'm content with my art.
Comments
I had fun playing it. It feels like a frustration simulator platformer and I like it. The art is beautiful as well. Well done!
Good job on the sprite you made, they look nice :)
I would have some suggestions for the gameplay because it didn't feel very natural to me.
Firstly, I was stuck on learning the dash for a few minutes because I heard the sound but nothing was happening. It should only do a sound when it actually does something, or it should dash forward by default if no button is pressed.
The wall jump was also a little weird. I would expect to be able to wall jump without necessarily having to hold forward. Or maybe you could slow the player's fall speed when it holds toward a wall so that they have more time to react.
The introduction of the jump pad should have been without a thing that kills you above because it's almost a guaranteed death, and you have to restart since the beginning. If you really want the player to experience the jump pad the hard way for the first time, I think you would at least put a checkpoint right before.
nice game. My biggest issue was the need to hold right/left to walljump, pressing space when near a wall should be enough no real complains for the rest maybe some unforgiving jumps here and there.
It speaks more to my own poor skill when it comes to hard platformers more so than the game itself, but man for me, Ashenworld was HARD. The section with the moving void encroaching from the left side of the screen nearly gave me an aneurysm. Now that's hardly a critique! I'll definitely be coming back to lower my time for another run, as it stands now my time was so poor I'm embarrassed to type it out, haha!
Since you mentioned being fond of your art, I have to say I've taken a liking to the little guy quite a bit in my time playing it. It looks as if though he has a pompadour, and you know what, I dig rocking that style at the end of the world.
Thanks for making the game!
i really enjoyed this game! the controls were too touchy for my taste though, and made trying to be precise insanely brutal. i wasn't able to finish it cuz it was taking me too long lol, but this is really good nonetheless! cool atmosphere and REALLY good level design! reminded me of super meat boy
I like the art and the aesthetic of the game but the controls needed a little bit of work
good luck :D
I liked the art and the setting!
The controls are a big part of why the game is difficult, It's just too difficult to walljump precisely which makes the last part of the game pretty hard. Making a good walljump system is actually pretty difficult, specially within the time of the jam, so props for the work!
Thanks for the feedback!
I think its understandable why the walljump is a bit hard, the way it pushes you back and the criteria to jump is a bit funky, and i probably could've fixed that.
Most of the time, you can just slide on the wall and do same-side wall jumps, which is easier than the wall-to-wall one.
Nice work. Cute presentation. It was a bit hard for me but it feels exactly a strict platformer. GG
Aesthetic is very cool! In terms of control, I'd had put jumping and dashing in two consecutive keys for the right hand, while handling walking with the left. I am quite bad at this kind of games, but I think the game is also quite difficult (this is not bad). I feel that the game would get more engaging if challenges increased progressively (the first jump my scare some newcomers) and had a clear checkpoint (got three floors up and the checkpoint key sent me to the start) after them, like a chain of challenge-reward-challenge-reward... It feels like these "easy to get, hard to master" games, and the basics are already polished so, if you feel for it, you should keep polishing the gameplay. It could turn in one of those games streamers play to challenge their mental, hehehe.
I am stuck on the first level. It seems like the exit is too hight to reach. I am probably missing something obvious, so I'll not rate it right now.
The original gameplay stands out, but I spend a lot of time in the early gimmicks(dash, jump plate). I've spent over 4 minutes just going over dash and jump sections before I even reached the save point...
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