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THE DOORS OF ALCORUS's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #270 | 3.027 | 3.027 |
Theme | #275 | 3.205 | 3.205 |
Game Design | #296 | 3.027 | 3.027 |
Graphics | #313 | 3.096 | 3.096 |
Overall | #330 | 2.904 | 2.904 |
Innovation | #371 | 2.534 | 2.534 |
Audio | #393 | 2.534 | 2.534 |
Ranked from 73 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
every door opens a level
Did you write all the code and made all the assets from scratch?
the doors and material were taken from other places, but the rest was made by me or used from earlier games by me.
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Comments
We had a similar idea, liked your game a lot :)
Also finished the game but couldnt find the easter egg. :(
Good game. I really like textures and vibe of this game.
I like what I've seen of it but the movement seems too unresponsive for me.
I enjoyed the platforming. I don't know if it was just me, but it felt like there wasn't a constant velocity when moving the player. Rather, it felt like I started slow but sped up as I continued to move until I was going to fast. More variety in the platforms and obstacles would add more diversity in level design but that might be out of scope for a game jam.
Good work on designing the platforming, some levels were hard but that made it more fun to beat!
The concept of various & mysterious doors that lead to different places is really enticing - especially when done by the background noise. I also really liked the presence of the easter eggs in each world!
However, the movement controls were too lose, and I found myself having a really hard time getting and jumping around - which made the experience, additionally by having to restart the levels a lot of times, somewhat tiresome (especially in the last 2 levels).
But it was an interesting approach to an FPS platformer, thought!
Nice job! It was fun getting to guess what to look forward to with each door :D
The movement took me a bit to get used to, but I figured it out! I agree with other commenters that it has a great retro feel :)
Great game! I had fun playing it!
It took a bit to get along with the movement but overall it was good!
Nice job! :)
Please can you rate my game? I'm trying to get to 20 votes :)
Great game! I takes a bit of time to get used to the player movement but the game is fun and looks nice. Good job!
unfortunately the mac file was broken so i wasn't able to play your game :(
the screenshots look really pretty though!
Nice game! Very good looking with only a few assets and appropriate lighting. I like its simpicity and like others have said reminds me of CS KZ maps in the 2000's, fun times!
The game was enjoyable! I really liked the easter eggs inside of the levels and I was amazed by how good the environments looked. The only thing I have an issue with was the movement. I am not sure what I didn't like about it. I think it was that there was no speedlimit/ it was too high and the fact that you could lose all your momentum almost instantly. Despite that, I still think it was a solid game!
Nice little game, somehow addicting but a little bit furstrating :D i like that there are small secrets hidden in the levels!
I like the colors in the different levels. But i feel like the player controller that was used was more-so made for speed rather than precision, which is what a majority of the levels revolve around imo. i beat the first level in like 4 jumps lol. But besides that, this game was pretty fun to play. good job!
Small update
I'm playing your game for the second time now,
Last time I may have judged a bit too quickly.
I've now finished the game and left more time for the player movement to get used to. was fun again!
you got the best out of the simple graphics.
And in general the game has an impressive atmosphere.
I hope after the jam there will be more updates and new levels will also be seen.
very well done
GG-s 2nd time :)
The art of each level looks great but the gameplay is difficult because of the movement. The movement is hard to control because of how fast the character moves, making the game feel unfair.
Anyway, I think the game art looks good, but needs some adjustment on the movement. Good job making it in 1 week.
actually made it in 2 days, It says it in about. I was in vacation with my family came home on friday evening saw the gamejam, I thought fuck then went to sleep because I was exhausted then woke up and made the game with no sleep
Well this took a good 30 minutes :D It's such a fun and dynamic game! I liked CS Surf and deathruns, or newer ones like Warstride Challenges, so I felt right at home. Needed a few minutes to adjust to the movement, but after that was quite easy. Around the lava level (2 or 4) and level 8 I almost quit, but I enjoyed the challenge a lot! I think level 7 was the best, with the big platforms allowing fast movement.
The pyramids surprised me and couldn't find the easter egg in the end, but I think I'll go through again and check :D
There are eastereggs in every level but the pyramids is like a continuity for one of my next character. In one level I think the green one, that has two eastereggs.
Ah thanks for clarifying! And I was going around all the pyramids looking for a potential entrance... 😄
Back in high school they called me the trimp king, but this game's movement, it scares me.
So after the necessary tf2 and RTGame references we can come back to the review. I liked the idea, each door hold it's own secret world and such but one thing which annoyed me to the point of no longer enjoying the game is movement. Especially level 4 moving platforms and ice physics. I failed countless times hitting something in the air and stopping completely, sliding off the platform, hitting corner of the platform and flying over it and so on and so on. I think your really nice game is ruined by how player character (pc) moves. Normally platforers allow to change pc momentum and have mechanics like coyote time to help with jumping from point A to B but your project doesn't have them and because of that it really suffers. Even games like the first Mirrow's Edge, which have a really slow acceleration and have more fluid movement, have this kind of stuff just to be more enjoyable and controllable. If you want to stay with this kind of movement in the future try to analyse how eariler mentoned Mirrow's Edge handles movement and why it is engaging.
I am sorry but I can't think of anything more. One thing killed the fun for me. I believe the 2 day work time is to blame and I hope your next project will be better!
Thanks for your honest feedback, I will surely update the game after the game jam
First off, I am a HUGE fan of KZ and bhopping and have a nearly 1k hours in Source games only on these kind of servers, and I also like a lot of other fast-paced movement platformers. The idea of this game fits the theme very well, although you could have made the goal also a door back to the hub to lean even more into the theme. A pause menu with basic settings like audio sliders, a back to hub button, and a field of view slider (which would also help with motion sickness and make the game feel faster) would be great additions. Before loading a scene from the hub, you could quickly fade to a white screen to hide freeze frames while loading. A quick reset bind on the R key, for example, could help reduce downtime while falling. You did a great job in making these places feel very big; by removing the floor and just replacing it with dense fog, you could double down on that feeling. At the moment, it's not very visible which platform will behave in which way; you could add slightly different colors or textures for the different kinds of platforms (falling, sliding...). A timer for each level and one for the overall time would give players a reason to keep playing and try to beat their personal best (could even implement a global leaderboard). I think the biggest thing holding this game back is its core player controller. Because it lacks the ability to air strafe, you really limit the possibilities in which players can choose to complete the level. It feels like you constantly need to hold yourself back from going faster because there is no satisfying way to slow down or to control the movement at really fast speeds. If you refine the controller to include proper momentum translation while bhopping and add air strafing, it would improve the overall feeling of the game by a lot. In general, it's a fun concept that is held back by the way the movement feels. Good starting point if you want to continue from here! Best of luck to you!
thanks man for your feedback and ofc after the gamejam I will update the game
Fun game, with cool movement, i really enjoid it, and its funny, how our doors look very identical, with the glowing part :)
Yeah it is very similar but thanks for the Rate really appreciate it.
The concept is simple, however mastery is difficult. The drifting in the movement made it a challenge but it felt rewarding when I got the hang of it!