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A jam submission

Decay DaveView game page

Submitted by Sprotex (@sprrotex) — 4 hours, 3 minutes before the deadline
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Decay Dave's itch.io page

Results

CriteriaRankScore*Raw Score
THEME#962.5562.800
HUMOR#1151.7341.900
ENJOYMENT#1212.1002.300
INNOVATION#1222.0082.200
OVERALL#1262.1912.400
AUDIO#1471.4611.600
MOOD#1481.7341.900
GRAPHICS#1511.9172.100

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Cool idea, nice concept. applied more story and feel into it. Would be interesting to see where it could go.

Submitted

I can't believe Dave's decayed,

nice game but as someone else mentioned - the camera shake is insane

I don't think I understand what's going on exactly: when the camera shakes you lose more health, but why does it shake tho?

nice game still 

Submitted (1 edit)

Simple and nice! I would've loved to know exactly what the final goal is, or have more gameplay mechanics involved. I like how you incorporated the theme of Decay, but even still, it feels like a pretty simple parkour game without much going on. 

That being said, I spent more time on this than a lot of the other games, because I love attempting challenging parkour courses over and over again lol

-D

Developer (1 edit)

Thank you very much for you kind words and feedback!

Yes, you are right about the fact that there is not much to do there, as I focused on something else entirely in this jam. I've been using Godot engine for quite some time now, and I wanted to experiment with soft body physics. I got it working in the editor, but it failed in the web build and didn't show at all, so I hastily replaced it with a rigid mesh. It's a pity, but it is what it is.

Also, this is my first time using asset library components, and I think it is about 2.5/3 of a success. I got three packages and two of them  worked effortlessly, while the third gave me a bit of a headache in the beginning. The packages were:

  • Prepared prototyping scenes with embedded Kenney assets
  • Phantom camera - a camera rig system
  • Smoothing library for improving the jitter introduced in Phantom camera

Prototyping assets were a HUGE help, as the arena was put together in less than an hour. The camera system was good, and it came with some player scenes which I played around for a bit, but ultimately decided to write my own player controller. The cameras were good though, so I used those. And the smoothing system made the player movement feel a lot smoother and was pretty easy to set up.

In the beginning, I only wanted to experiment with decaying soft body blobs, got them working and before I knew it, the jam was almost over, so I made the arena quickly, worked out the kinks put a "survive as long as you can" mechanic in and called it finished. That's why it feels as a generic parkour game in that regard. But the concept is there and I believe it shows potential, even though I didn't manage to showcase what I was going for at all.

Thanks for playing!

Submitted(+1)

camera shake goes CRAZY if you run for too long (which is goood or bad, depending on what you’re going for)

might want to check your project settings for this one:

image.png

well done on getting it out there, no bugs that I could see!

if you want to take it to the next level, maybe add a dash or some other movement mechanic - even simple shapes and visuals can do a lot of work if you add some mechanical depth

Developer

I wanted the camera to shake a lot, but maybe it is too much. Since I had to cut most features, It is one of the small parts that connect the game to the given theme. Well - that and the fact that your health deteriorates constantly, and is tied to the screen shake (more shake = faster health reduction).

About the bugs... Well I had to cut a lot of stuff to get the build from working, and the first working build made it to the submission, as I was very tired at that point.

Thanks for the tips on taking the game to next level, I appreciate it very much!

Submitted

Well done! I now thought that the idea might be that we are underwater and trying to find air.

Developer

Thanks! I get what you mean, about the underwater aesthetics. It wasn't what I was aiming for, I wanted the player to be green, but then I wanted the blobs to be green as well, and that would have been unnecessarily confusing.