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The Mystery Vault's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #311 | 3.494 | 3.494 |
Fun | #323 | 3.379 | 3.379 |
Overall | #370 | 3.320 | 3.320 |
Innovation | #409 | 3.195 | 3.195 |
Audio | #424 | 3.149 | 3.149 |
Graphics | #456 | 3.448 | 3.448 |
Game Design | #456 | 3.253 | 3.253 |
Ranked from 87 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?
It has a chaotic environment
Did you write all the code yourself and made all the assets from scratch?
Code from scratch, but assets were collected from different media with proper licence.
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Comments
Great design and graphics! But I think there was no pause option. The game was really challenging :D
This game almost made me angry, but I stopped playing to prevent that lmao, It would be really better to either have checkpoints or more lives. Apart from that, it was fun and well executed gameplay. I like the switching game style, it was definitely chaotic. Well done!
Really cool game, with both mechanics implemented nicely. The platform jumping makes the character slide a little but it is still manageable, the top down graphics looks really cool :D
I'm glad you liked it :D
Really fun game! You should've seen my face the first time it switched from platformer to top down shooter. The shooter sections were super solid I liked the power-ups a lot. The jumps during the platforming felt like they made my character slide like the floor was ice, which was a little frustrating, specially if you consider you have to start all over once you touch any hazard.
Nice job!
Nice concept but...
- You got nice idea with camera but you missed on numbers, this makes everything pop up in front of you
- Maybe it is stated after finishing game but there is no clear reason why there are these two exact game states(platform and shooter)
- Platformer part feels a beet wonky in movement.
Ignoring minor bugs it was over all nice game.
Really fun game. Both game phases are well done, there is just a couple of things that worry me :
- in the platformer phase, the camera tends to move only when the player is at the very side of the screen, making harder to see the traps ahead of the player if you move too fast.
-in the shooter phase, the potions tends to spawn inside walls making it impossible to pick them up.
otherwise I enjoyed it a lot
It was really fun and it was pretty well made couple of issues though such as
The platformer and the shooter not really connecting together they kinda were just random games
It would of been nice if there was more game modes other than the shooter and platformer and it randomly picks between them
It did not feel chaotic enough in my opinion (once again maybe other game modes would help)
overall I thought it was fun and a good entry into the jam
Good game bro! I agree with everything that BrodieTheNerd said, the game is good and the challange drives you trough it! The ideia itself is good, and i think its just a matter of making the mechanics transitions more smooth! Thx for making the game!
Great idea, and well executed. I promised I'll give some constructive criticism, so I have a few positives and only really a couple of negatives.
For starters, game feedback for the player in this game is some of the best I have seen so far in this game jam. People seriously underappreciate how far adding some sound effects or death animations can take a game in terms of quality. Literally the only game feedback that the game is yet to provide is some sort of indication of what potion the player is currently using in the shooter game, and how much time that potion has left before it runs out. If you did implement this, it's really difficult to tell, so I'd suggest making that a bit more obvious if this is the case.
Secondly, the amount of polish that went into this game is really good. I can easily tell what's good and what's bad just by looking at them because you've done a really good job of indicating this to the player through visuals and effects like particles and lighting. This might sound like a dumb thing, but having a game where the player already knows what to do just by looking at the screen is a huge accomplishment. No tutorial necessary here.
My biggest issue with this game is that it feels like I'm playing two separate games. Each game mode should like to each other to feel more like one game. Even just a proper cutscene to blend between the two game modes will do wonders to improve this. I personally think you should take it a bit further, and have the two game modes interact with each other. How you do in one should affect your conditions in the other. Maybe the shooting game mode will spawn enemy bodies in the platformer that the player can move around to help them reach higher platforms or keys. Maybe the keys the player collects in the platformer can unlock more areas in the shooting game mode to reveal more weapons and more enemies. There's a world of unique opportunities that are being missed here, and I seriously think you should look into these opportunities if you wish to develop the game further.
Another thing that could be improved is the movement in the platformer. For starters, double jump. Developers don't like adding double jump, but quite simply put it's always a really good feature to add to any platformer. Also, player deceleration should be much faster than the player's acceleration. I don't enjoy having to reset because the character decided to walk an extra mile after I had already let go of the key. The character should really only be moving another half a step at most once the player has let go of the move key. And finally, make the player a bit faster. People like snappy controls, and increasing the speed of the player ever so slightly can go a long way. It never feels like it, but trust me on this one.
My only other issue is a much smaller one. When in the platformer, don't keep the player directly in the center. I couldn't care less what I've run past when I'm in that platformer. I want to be able to see what's ahead of me, and I want to be able to see a lot of what's ahead of me. Or, maybe the camera can be programmed to have certain anchors, so that as a player walks into an area, the camera pans out to reveal everything about this area to a reasonable extent.
I hope my feedback was helpful! If you have any questions or concerns, don't be afraid to bring them up :)
Damn!! That's exactly what I needed, man. Thanks for analyzing and giving all these critics. I'll definitely tweak the suggestions. The player was done intentionally as it's a chaos world and you don't know what surprise do you have, but, I guess that's not gonna work here.
I'm really glad you liked the game.
One of the first ideas my team and I had when deciding the core mechanic of our game, was switching between gameplay mechanics abruptly. In the end we opted for other ideas, but I'm very glad to find a game that applied that same idea we had and developed it in such a polished game.
Really enjoyed it, got incredibly frustrated by a tight jump but the fact I kept playing to reach the final boss (which scared me at first, very spooky sprite) is a testament of the enjoyment and fun I got playing your game >:)
Amazing work, congratulations! :)
nice graphics and amazing swicher game there Still my channel name is Swich so you get it right
The switch between the top down and the platforming was super sweet. My favorite games are hollow knight and binding of isaac, so you've basically combined two tough as nails games to make something this good. Love it!
If you've got time, can you try out our game as well? it's a top down game but i'm pretty sure you'd like it
https://itch.io/jam/brackeys-6/rate/1177896
Absolutely Wow. I was a little bored at first and died alot collecting the keys but then the timer ended and I found myself in a top down shooter Doom style game and absolutely loved it.
Likes
+2 different game modes
+You can take it slow in the platformer and go crazy in the shooter
+Potions effects were cool and helpful
+Music in amazing and changes every time
+Variety of Demons spawning
+Screen transition is cool
+Boss fight was awesome
Improvements
-Potions spawns outside of walkable terrain when close to the walls
-Found the platformer harder (Died10 times ) than the Top down shooter (Died once)
-Found a bug when you died in the platformer just as your about to get into the shooter, your character is stuck at one place, along with the timer.
Thanks for playing and providing critics. I'm glad you.liked it. :D
Awesome idea!!! Love it! Really fun game.
Would be interesting some kind of repercussion between the platform and the top-down, like sharing health, or something. On the Top-Down I always ended surrounded by monsters and then came back to the platform as if nothing had happened. Could be really interesting some kind of connection between them.
Very entertaining game. Seriously.
Great job! Congratulations!
I'm glad you liked it. :D
Strange game, very chaotic but fun too. Well done:)
Very chaotic, it's really cool how you managed to make a platformer and a top-down shooter in a week. The particle effects and lighting are also pretty nice. Good job!
I feel like the movemnt could be better but thats my only gripe about other than that cool game
Combat is pretty juicy!
I really like the chaos created by switching world constantly! It would be nice to have some checkpoints tho because it is a bit tedious to restart from the beginning after failing a jump and having to redo the chaos part as well as the platforming part.
Maybe if you added some mechanic where the number of enemies you kill in chaos would give you more time in normal, and when you die in normal you're sent to chaos could make it a bit more balanced while rewarding good play in both worlds, just my 2 cents ^^
Great work!