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A jam submission

SkeletionView game page

A simple platformer, skeleton character and ghost friend.
Submitted by nicolobos77 — 12 minutes, 24 seconds before the deadline
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Skeletion's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#1372.2582.455
Theme#1551.7561.909
Fun#1881.0031.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

It’s a shame you didn’t get to finish more stuff for this project, but the visuals do look quite nice. The only platforming complaint I have is that jumping through a platform from below snaps you to standing on the platform, which makes it feel kind of awkward. Hope you keep working on it!

Developer

Thanks, that thing of platform is a thing of another project that I was making.

Submitted(+1)

What it was cool to see was the different language menu, I see that used text files for it, I am yet to implement different localizations for my games and this gave a good idea of how to do it, nice little plattformer by the way

Developer

Thanks, if you need help to make it, I'd would like to help you.

(+1)

Good visuals, i like it!! but little gameplay :(

Developer(+1)

Thanks. I'm still working on it.

(+1)

Good luck!!! 

Submitted(+1)

Haha I can relate to this. Once I did nothing but art and visuals for a game jam game, then I started trying to make the actual game on the last day, and failed. :) But it was still an experience of growth as a developer. Good job attempting.

Submitted(+1)

Better luck next time. Time management is really tricky, especially as a solo dev. I recommend trying to get a solid game loop first, even with blocks etc (programmer art), then you can always replace assets once you've finished that.

Submitted(+1)

You had a good idea for the visuals, im sure the lack of gameplay comes from lack of time, keep working on it since it could be really fun.

Btw, if you go all the way to the left (outside the screen) your character isnt able to come back.

Developer

Thanks. That's right, it was lack of time. I spent more time doing the visuals than the rest.