Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Lamland AdventureView game page

Journey through the wilds of Lamland to stop the Evil King of the Lams!
Submitted by Shovel (@InboundShovel) — 17 minutes, 35 seconds before the deadline
Add to collection

Play game

Lamland Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#44.3334.333
Audio#43.8333.833
Gameplay#73.8333.833
Overall#93.9173.917
Theme#932.5002.500

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Art
I created all of the art for the game!

Audio
Yes, the music was made during the jam for this game. I also created some of the sound effects (with some premade sound effects as well).

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

good art and nice game.

Submitted(+1)

Awesome game! Lots of content to get through which is always great.  And I love the ever increasing list of abilities you get.  I played this longer than probably any other game in the jam.  Nice and simple but deep.  Really good work

Developer

Thank you so much, I really appreciate it! :)

Submitted(+1)

Good concept.

Developer

Thanks!

Submitted(+1)

Great entry! The graphics are awesome, and the music is outstading!! 

I would consider adding a checkpoint system. if you get blasted by one moster in the end of the stage you have to make all the way through the stage again. 

Also, some instructions on the controls may be interesting. There are no explainations about the move and the jump, I tried WASD for some time before realizing I had to use the arrow keys and the up arrow to jump. 

I like how you took the time to add more and more powerups! It makes us feel like we're really progressing! 

The second part of the game when we can't shoot enemies anymore is really hard! we have to wait for the immaterial stone to recharge everythime there's even a tiny bit of lava in there, so we won't die and return aaall the way back when dying. in that part, the lams are in really tiny platforms, so we have no way of jumping in safely without being immaterial. that made the game really rough, since the lams have such a huge knockback and if we get hit by them we will almost surely go into lava.

I would also consider adding variable jump height to make shooting enemies easier (on the first part of the game) and to have more control over platform jumping. 

Oh, and on the first stages, you can shoot the enemies all the way to the other side of the stage. I guess making the projectiles being destroyed when hitting a wall is very important in that case.

I absolutely love the animation and the song when getting a powerup!!

I played it all the way through, and for a jam, it was an amazing entry! It was all rounded all the way, and I'm really impressed you made it in only 3 days.

Also, the particles and animations are simply amazing!!!

Nicely done!!! 

Developer

Wow, thanks for taking the time to leave such detailed feedback for me!

For the checkpoint system, I definitely that agree that the final two stages (especially during the second run) can feel too punishing when you die near the end. I wanted to design the levels to be short enough to not need checkpoints, but I think I overshot the difficulty on those final two by quite a bit, haha!

I 100% intended to make the character controllable with either arrow keys or WASD, I just always play with arrow keys so I completely forgot before uploading. Oops!

Yeah, the entire second run was probably a bit too tough in retrospect, I think I should have hidden some more second-run exclusive power-ups (maybe some that require the double jump in level 1, 2, and 3) to lower the cooldown and increase the active time on the misty step-immaterial stone power up, and maybe some powerups to reduce knockback as well. Just a few little additions that can help the player get through the tougher sections!

Hmm, I put a bullet timeout so that after a certain distance they disappear, but it's totally possible that I introduced a bug somewhere so they don't actually disappear like they're supposed to, lol! I should look into that, see what I missed. I considered just having the bullets die when they hit a wall, but I thought it would be more fun for the player if they just timed out instead - but I think that might have been a bad assumption on my part.

Thanks again for the detailed feedback, I can't even express how much I appreciate it - it means a lot! And thanks for the kind words as well, I'm really happy to see people enjoying my game! :)

Submitted(+1)

Very nice game, with excellent visuals, audio on point. The only negative point I found, was after dead almost on the end of the level I return to the begging with nothing to do other than jump platforms. But it's not a problem, it's a design choice. Other than that one of the best I played so far!

Developer

Thank you so much for playing, and for your feedback! I appreciate it! :)

Submitted

Good game I liked the graphism and the music

I feel the control are cool but the damage boost is a bit too much IMO i mean sometimes that help to avoid using the unmaterial stone and sometimes espescially in the last level its a bit annoying xD

and personally i feel the 8 heart are a bit too much idk if its the max iam not sure that I got everything but idk how many time I got kill by getting 0 live 1 or 2 time probably and the other was  lava (a lot more ^^)

but yeah that's hard to balance because some peoples will not try to get everything like some will get only 2 jump so yeah hard to manage all of that and in 3 days that's impressive.

Really cool GG.

Developer

Thanks for playing my game, and thanks for the feedback, I appreciate it!
Yeah, I agree that the power-ups definitely make the game feel quite easy (except for with the lava on the final two levels, haha) but I was trying to lean easier on the balance rather than more challenging, since it's a game jam and I wanted everyone to have a fun time and be able to actually beat the game instead of making people rage quit, haha!
For a while I had the enemies getting stronger in the final levels, dealing more damage and having higher hp, but that made finding the hidden stuff way more necessary and annoying instead of like a fun exploration type of thing, if you know what I mean.

But yeah, thanks again for playing, I really do appreciate it! :D

Submitted

this was made in 3 days? wow, i just love the music and the art, the level design is so well done, i died a lot but it was fun all round and also i found some secrets but after i meet the "evil boss" (spoliers)

the camera moves to a sort of weird position where i can't see the player very well but overall awesome game good job =D

Submitted

this is how it looks

Developer(+1)

Hey, thanks for playing, and thanks for the feedback! I really appreciate it!

That bug is actually super unfortunate with the camera, after the mage says "the time stone, let's hope this works", when you click or press a button to start the animation, if you click more than once then the camera breaks. Basically you just have to be careful to only press to start the time stone animation one time. It was an easy bug to fix once I noticed it, but I didn't notice until after the deadline RIP

Submitted(+1)

no worries it didn't happen again still really like  the game =D

Developer(+1)

Thanks again! :D

Submitted(+1)

Excellent game, really loved to play it. The ammount of content is impressive, the maniability works almost perfectly, I took pleasure in finding the hidden items, the character animation is on point, and the music is very good. If I should give negative points, it would be that the last level of the second run can be very frustrating (some ennemies are really hard to avoid and falling all the way down hurt a bit :c ). But it's really not a big deal at all, congrats for your excellent work! :D

Developer

Thank you so much for your kind words and feedback! :D
I wanted the final level on the second run to be kinda tough since it's the final challenge, but I went and looked at it again after your comment and I can see at least two platforms that should probably be a little more forgiving - especially since you don't have dark magic to clear the path. Maybe I could have decreased the cooldown on misty step as well! Definitely at least a couple things I need to keep in mind for future games! :)

Submitted(+1)

If you are talking about the two tiny platforms with an enemy on it I totally agree ahah
Also, I didn't point it out in my comment, but the fact that we don't need to be on the ground to make the first jump made the controls really nice to use. I don't know if it was plan or if it's due to a bug, but it really did enhance my gameplay experience x)

Developer(+1)

That was definitely intentional! I personally think platformers feel way better with that control scheme, you can never end up punished for trying to get the "perfect jump" off the ledge, which is what I always try to do in platformers haha

Submitted(+1)

Then I did like this choice :D

Submitted(+1)

Very nice game, polished effects and graphics, the music is simple and fit the game theme very well, smooth progressive gameplay too. Not the biggest connection to the jam theme but still good game.

Developer

Thanks for your feedback!
I tried to have the narrative connection with two sides of the war (as well as having "two sides" of gameplay - the standard dark magic run and the second pacifist run), but I understand that it might not resonate with everyone the same way.

Submitted(+1)

Graphics and game play are great and the music is awesome. The game is pretty fun until the last volcano level where it gets a bit too hard. But other than that, the game is really well made!

Developer(+1)

Thanks for your feedback!
Was it too hard on the first playthrough with the dark magic - or too hard on the second pacifist run after using the time stone?

Submitted(+1)

The second pacifist run

Developer(+1)

Gotcha - yeah, after taking a look at it I think there are probably two platforms at least that should have been a little wider, and maybe a hidden power-up somewhere to decrease the Misty Step cooldown - just so that the final level isn't too difficult!