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A jam submission

BGJ2021-2getherView game page

Submitted by Thibaut PONCHON, Mazachiel — 2 minutes, 10 seconds before the deadline
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BGJ2021-2gether's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#10402.4043.400
Graphics#10602.6873.800
Theme#11682.5463.600
Overall#13012.3333.300
Fun#14202.1213.000
Innovation#14292.1213.000
Game Design#14572.1213.000

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

In what way does your game fit the theme?
You play a spirit inside a golem making you invincible. You have to walk out from the golem as a spirit to unlock your path to the next level by resolving puzzles.
While being a spirit both the spirit and golem are in danger.

But don't let your golem alone for to long, you're weaker when you are alone.

Did you write all the code yourself and made all the assets from scratch?
Yes

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Comments

(2 edits) (+1)

The game is gorgeous loooking, I have to say it's a bit strange that the background is kinda compressed, blurry or low res compared to the character and the blocks and if you decide to fix it, you can add "parallax effect", it's the ilusion of 3d that you can do with moving the backgrounds so it matches on how it would do in real life, I can see being used and look even better. 

I cannot progress the game since it cannot detach the soul from the golem, I'm stuck at the second level. I'm using the keyboard controls, I have read the controls and you have it configured to be Q / D for movement and A for spliting and reuniting the soul with the golem, but that doesn't happen, instead I have the A and D for moving left and right, and space for jumping (Maybe you didn't configured properly the Input manager axes characteristics, you can find in the top Edit > Project Settings (which is near the end of the list) > Input Manager > Axes).

It's sad that I cannot play it whether it's an error build or you didn't configure it properly for keyboard control, because the game looks good in the screenshots, hope you can fix it and I wish a happy game development journey!

Developer (1 edit) (+1)

Hi thanks for your comment
Parrallax effect was indeed implemented in our test scenes, we somehow forgot to add it in the final scenes.
I'm sorry to hear you couldn't play it, though I can assure you the inputs are working properly. That said, the controls input in the main menu were written for azerty keyboard layout by mistake but truly the inputs are handle for qwerty. As for the issue you encountered, I think you just didn't hold long enough the split button, we didn't had time or thought about changing the hold value at the end of the jam but it's a long 2 seconds haha

(1 edit) (+1)

Oh ok, I see, I have tried and it worked! lol. 

There is these small things that i haven't told you yet since I think you have probably seen it already, the character is jittering around like crazy while idle (maybe you didn't slice it properly in the spritesheet). another improvement, the animation speed of walking should match up of the speed of the character and the sound effect of the footsteps should also match with speed, it would look and sound cool, maybe you could add a small fade out and in for the ghost hand that goes toward your golem.

(By the way sorry if I sound too annoying, constantly adding new issues that doesn't even matter, I'm sorry, I'm trying to say all the things that can be improved and make the game even a better experience.)

I have encountered new issues, if you go quickly enough in the first level, the second level doesn't load the music neither sound effects. In the third level it took its time to start (I guess you intented that way) but sometimes I cannot hear music neither sound when a new level starts. and wierdly enough my computer is struggling to run it, I think is something wrong how the retries are handled, is getting choppier and choppier every time I retry. The video that I sent has certain bugs that in video explains it better than in words, (first clip: the yellow outline is weird and the enemy on the left is trying constantly to move right and left, maybe you should add a small delay between every time they switch from going left to right, second clip: the flower goes low resolution and the enemy bugs out, and third and last clip: as I said about the audio, it just bugs out. The yellow outline doesn't outline properly to the switch nearest to you, when you press E quick enough the switch doesn't move properly and the pylon on the right switches movement immediately.)

Anyway sorry for bothering you about this small things, I hope you are doing great

Developer(+1)

Thanks for that feedback!
You don't sound annyoing at all but the contrary, you're providing nice and detailed feedback which is greatly appreciated. Most of the issues you mentionned were fixed 2-3 days right after the end of the jam, I just keep the patch for when the votes end to stay fair.

So far sounds, performance and outline should have been fully adressed, well there is always more room for performance improvements but we greatly improve the way we handle the sounds which should helps significantly for performance. More sounds have been added and fixed, footsteps also fit with the spritesheets now.

For the jittering effect while idle that is due to the fact we draw each sprite of the spritesheet manually, sometimes we're just a few pixels off-center in the draw which creates that jittering effect at the slicing, also animations's speed were not adjusted at all.

I like the idea of the fade out and in for the ghosty hand, in fact I thought about doing something for that so it doesn't disappear right away which looks weird.

The major problem are collisions (the enemy getting sometimes stuck between 2 tiles), truly it's been a real nightmare. While moving the player x and y coordinates manually through a translate works like a charm, we wanted inertia, hence I used AddForce(., ForceMode.Impulse) to achieve that. Two problems emerged : Moving on the sides using an AddForce in Box2D(which is the engine used underthehood by Unity in 2D mode, as far as I know) creates a lot of problems, for that 2D engine, like detecting if our player collider overlap a corner of a tile. There a few workarounds such as composite collider, 2D physics materials, having a capsule/sphere for the foots, the one that worked the best for us was the capsule/sphere collider for the foots. We had all kind of extremely weird behaviour with the other ways. Anyway the best way for us to fix all those physics issues would be to manually programmed the movement and calculate inertia ourself instead of relying entirely on the physics engine, that way we can also clamp easily the total acceleration which for now is kinda unlimited.

Lastly, the enemy is (he has a name, it's Bob \:D/ ) going right and left like a degenerate because he was only programmed to go left and right like a Goomba in Mario. I didn't programmed a way for him to know if he's blocked, it may be something I could do by now but I don't think it's worth the effort comparing the other stuffs to do :D

Submitted

Arts and colors looks amazing 

Check out our game and make sure to tell us what do you think about it.

Developer

Thanks for your comment ! I'll gladly take a look this WE :)

Submitted

The art looks great! You should improve a little bit the character movements. Overall, it's a worth checking game! Cool submission!

Developer(+1)

Thank you for your feedback ! I will check your game for sure !

Submitted

Wow! Well done guys! I loved the art, color palette, character, bg's, elements, Fantastic! The music and sfx were great.  The dash jump was great too.  The atmosphere in one hand was calm and when you separate you become anxious to complete the task before the "evil" hand comes down to take my soul, loved that. The only thing that threw me a bit off was that the cute "soul" (holding q) was taking too long to separate. Other than that awesome experience playing it..  Really nice work here.. congrats :)

Developer(+1)

Thank you for your kind word :) I'm glad to hear you appreciated it ! And yes we definitely could reduce that holding duration it actually bothered me back then but we obviously prioritized other stuffs haha. Whenever the votes are done I'll upload the patch we have made after the jam.

Submitted

I love tthe artwork. Nice one check my game too

Developer(+1)

Thanks ! I'll check that out !

Submitted

This was a wonderful game to play. Love the take on the working together part with one form like a spirit and another like a golem. The music was great too. Unfortunately it seems to have cut out at the last level. The art was also amazing. Can't stress enough how good the game looks. I cant believe how far in development you guys got during the jam period. Kudos!

Developer

Thank you so much for your kind word ! I'm happy to hear you liked playing it :) Last level had definitely been cut at the beginning, it got patched this week so now that feature works properly and a tutorial and more feedback and VFX are coming soon when the votes end :D

Submitted(+1)

HI there your game idea of a spirit golem sounds cool i hope that your creative games in the future make a difference and just because nobody is rating or leaving feedback doesn’t mean your game is bad  keep on developing your game developing skills and you will most probably create games like Fortnite that do really well. Hope this message gives you sum uplifting.

Developer

Thank you for those nice words ! We kept improving the game lately independently of the feedbacks, now that we got some feedbacks thanks to you we have a few ideas on what to focus on ! :)