Opening doors again and again surely ruins the fun (you could make it simplier, at least). The desing was confusing at start but felt quite lamp-ish and involving later. Nice concept!
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Beneath the Ruins's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mental Engagement | #39 | 3.444 | 3.444 |
Overall | #73 | 3.222 | 3.222 |
Lasting Impression | #84 | 3.000 | 3.000 |
Overall | #105 | 2.815 | 2.815 |
Atmosphere | #143 | 2.778 | 2.778 |
Characterization | #143 | 2.333 | 2.333 |
Emotional Engagement | #151 | 2.111 | 2.111 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I like the retro pixel art style of the game, and the puzzle design is also interesting:)
Hmm I'm confused but thoroughly intrigued. Is the ending just being a ghost in the same scenario? lol Puzzles felt fun figuring them out. It took me too long to find the second button in the courtyard and I initially thought I was supposed to grab a torch off the floor from the first room. I was a little unsure how to use the UI, thinking I had to click inventory items, when it was just a matter of having them in your inventory. This is a neat start to a system though and it would be really cool to see these ideas expanded on with some audio implemented.
Thank you for the feedback! There’s definitely a bunch of stuff I would have done differently with more time/experience, like items use and combination.
Spoilers I guess:
The ending is just kind of a cheeky way to show what the main character (and the player) discovers in the throne room, and explains how do they already know some stuff about the place and puzzles (and how they are able to see the mechanism of the spike traps behind a solid wall).
Loving the idea. The game doesn't really like screens that are not full HD though, and a lot of stuff was off-screen for me, making it very difficult to get anywhere. I also was able to get retrieve items that I normally shouldn't (like the pickaxe before clearing the way) just by clicking on them. Is it possible to carry on past the throne room? I just seem to (sort of) start over.
Glad that you like it!
Yeah as a first time with Godot I didn’t really now how to deal with resolutions and stuff, so I stuck with a 1080p window (should have gone lower probably)
Interesting that you were able to skip some puzzles, did you do anything specific or just entered the room and collected the pickaxe? I’ll look into it.
Yeah the “sort of” start over is the end, there’s only a difference connected to what happens at the end, considering the time I made it like a prologue for a bigger game/story.
I absolutely LOVE this style of puzzle interaction! I really haven't seen this around much. I would absolutely kill to see a full version of this!
The only problem I encountered is that it crashes so often, and there's no save mechanic implemented yet... I can't play past the courtyard! :,((
Thank you for the feedback!
I still have to find time to fix the crash, really sorry about it.
The only workaround I’ve found for now is to be slower with the inputs, trying not to drag when clicking on interactable stuff.
I’ll fix it as soon as I can, but I’m really glad you like it even considering the issue!
That was fun, the spinning statue was kinda tough to get the hang of manipulating but i enjoyed it! great work!
Interesting approach to inventory-based adventuring. Everything is top down with the player character offscreen, and clicking on things gives descriptions and sometimes collects items. Everything is pretty automated, putting ease of play first. I enjoyed this one!
I liked the style, reminded me of game called Bard's gold. Good job!
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