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A jam submission

Shadow WorldView game page

Being able to see into another world, our hero must protect this world from the threats, lurking in the shadows.
Submitted by CeyKie (@CeylanKiese) — 15 hours, 46 minutes before the deadline
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Shadow World's itch.io page

Results

CriteriaRankScore*Raw Score
Story#1123.2293.229
Music#2763.1713.171
Aesthetics#2803.4573.457
Theme#3433.2003.200
Sound#3692.6862.686
Fun#5382.5142.514
Mechanics#6552.1142.114

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game total?
1

Did you use any existing assets? If so, list them below.
A lot, they are all linked on the project page. The warrior character, music, sfx, background and tile assets

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Comments

Viewing comments 8 to 1 of 28 · Previous page · First page
Submitted(+1)

I like the story; the animation speed could be tightened a little bit. Overall a good entry!

Developer

Thanks :)
100% agree on the animation etc.

Submitted(+1)

nice work. hope you continue it and innovate! 

Developer (1 edit)

Thank you! :) I think I will. At least make it bit longer and finish up a small story around it and polish it.

Submitted(+1)

Great assets, and a cool little system! I would consider making the attack animation about 3 times faster, and extend its hitbox a little. It's fine for slimes that don't move, but if you ever decided to take it further, I think that would help make attacking feel satisfying.

Also, excellent cover image.

Developer (1 edit)

Thank you. Tried to find nice little pixel art assets, which fit perfectly in a 2D side scroller. 

Yes, I have the same feeling when playing. Will polish it :).
Thank you! :)

Submitted(+1)

Nice assets! Had fun playing this!

Submitted(+1)

The feel of the game was great. I enjoyed the music. The game was fun. As constructive feedback, I noticed that when I moved left it would auto-face me to the right when I let off the control. It would feel better if you allowed me to stay facing the direction I was last facing, if you are going to allow me  the freedom to move in both directions. I also did not notice the other world mechanic until second run through. Mostly my fault I barely read while playing an action game. However, I could just jump over the shadow units and kill the physical ones that how I won my first pass through. You may want to not allow someone to pass without first engaging with the shift mechanic. I did not fully understand I shifted when I pressed the button on accident, I initially thought I had bugged my browser because the whole tinting effect is like what happens when you drag select in the browser. 

That being said those are just friendly critiques. I did enjoy the game and played multiple passes at it because my jump skills are only so/so but I love me a good platformer. Keep it up nice work!

Developer

Hey :),

yeah I don't like the behavior of auto facing back to forward. So this is one of the things I will polish after the jam ratings are done.

Do you have an idea how to make it more clear, that there is another world, which can be entered by the controls? Which feels more natural, when not reading the text? I know the feeling of just skipping the parts where things can be read, because I just wanna play the game :D.

I definitely want the player to engage the enemies. But didn't built in any enemy movement, yet. I will polish this later with all the other polishing. So 100% agree on that.

Thanks for the nice and very good, critical feedback!

Submitted(+1)

The best way is by designing a level that requires the shift to absolutely move forward. Like put the shadow mob on the ridge that is in jump height on the edge. That way they have to kill it first before they jump on the ledge without dying. You may also put some text in the world at the first monster letting them know that something in the shadow world seems to be blocking they way. This way you force the users to have to engage with that system and you give them some affordance by indicating that their is something there. That would be one way at least.

You may want to grow a reveal from the character to the edge of the screen. That or put some sort of poof animation like ninja smoke on the character so that it is noticeable that an action was performed. 

Keep it up is a very nice game. 

Submitted(+1)

Story is really nice and good choice of assets! The attack animation feels really unresponsive and is not in sync with the hit box though. Also I had to reset the game after falling in a pit because it didn't kill the player. It's a nice idea that needs some extra polishing

Developer (2 edits)

Definitely agree on that. I am also not really happy with the movement and overall controls. But will polish this in the future. 
The hitbox thingy was kind of a last minute input, which I implemented just a couple of hours before I submitted the game. But I totally agree and don't like the current attack as well. 

Thanks for the compliment on the assets and the story. Since it is a 2D side scroller, I thought pixel art would fit best. So took the best ones I could find on the asset store for free.

Will polish the game after the jam ratings. Thanks for the great input!

Submitted(+1)

Great music. You added a story that’s great.
The game is a bit too hard for me though.
GG

Developer

I am so sorry for the unresponsive and not so great movement. I think you wouldn't have had such a hard time, when the movement and over all controls where much better. 
I'll take this comment and try to make the game better with it! Thank you! :)

Submitted(+1)

I like what you were going for here.  I ran into a few issues with the character movement.  I didn't make the jump and my character didn't die when I hit the bottom.  I was still able to move back and forth and had to restart to try again.  I jumped over one of the enemies and when I clicked to attack, the player turns around and attacks to the right.  I found that if I hold left while attacking I can attack left, but it did get me hurt the first time when I tried.

Developer

Hey there. Yeah, I know. Unfortunately, I didn't have much time to polish it. Just wanted to get a little bit of gameplay and basic story in there in the couple of days I had time to work on it. But you are definitely right. The movement is not at all smooth and things like respawning when falling, not getting stuck on edges, when jumping, very slow attack, having the tutorial not always show when reached already once etc. 

Very grateful for any critics. Thank you! :)

Submitted(+1)

The overall aesthetics were good, but I definitely understand about the lack of time for polish.  There was a lot of little details and things I wanted to include in ours that we didn't get a chance to.

Viewing comments 8 to 1 of 28 · Previous page · First page