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Soul Out's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #2 | 4.342 | 4.342 |
Overall | #3 | 4.011 | 4.011 |
Graphics | #5 | 4.237 | 4.237 |
Originality & Innovation | #6 | 4.000 | 4.000 |
Fun & Game Design | #6 | 4.026 | 4.026 |
Audio | #37 | 3.447 | 3.447 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Little too difficult, but I like the game overall. Well done :)
Thanks for the feedback! I appreciate it!
it have a huge potential :) sometimes i search dash after back in body :P or trap to planning. i had a lot of fun playing :)
Thanks for the feedback! I appreciate it!
This is so neat and works well. I hope you'll continue adding to it in the future. I went through wave 4 or 5 before I stopped, but I could keep playing this all day. It reminds me of Robotron: 2084.
Upgrades and different maps in a complete build?
Actually, it has an ending! The game only have 9 waves. I forgot to put something to inform the player that it's not endless and there's an ending. Anyways, thanks for the feedback! I appreciate it!
Nice game, good polish, I feel like it needs a bit more juice, more screen shake etc to feel a bit more satisfying as your shoot down the enemies, but other than that it's good fun, good correct use of collision boxes and pleasing game loop! Nice clean use of pixel style as well!
I actually put a little bit screen shake when shooting and getting hit. But I guess it's not that noticeable. Anyways, I'll take note of that. Thanks for the feedback! I appreciate it!
A lot of good polish on this game. I liked the mechanics and only being able to shoot some enemies in certain modes. I also like that enemies go after your body when you're a ghost, so you don't feel safe splitting if there are both types of enemies around. The one big suggestion I would make is to have it so the enemies can't enter the space of your body so if you get touched you can quick jump back to your body and run away easier. The other one I can think of is to put a zone around the player where things can't spawn because it's no fun to have a bad guy spawn already hurting you. But really fun game, great work!
Thanks for the feedback! My take is to add few seconds before the enemy can move (and full transparency) to have the player few seconds to react when the enemy spawn. And the player can't take damage when the transparency of the enemy is not full. Anyways, thanks for the comment! I appreciate it!
That sounds like a good solution that'd make the player feel like they were choosing the risk of staying close to a spawning enemy to get hits faster. Again solid game and good luck!
I love the Arcade feel, and the nice implementation of theme into the chaotic mess of fast-paced movement and shooting, also the art, you gotta teach me how you make such great art, this is such a polished game, it's great!
I get some of my art in a free asset online (especially character animation) then just modify the color and shape of it to fit the style. I also use an eight-colored palette to be consistent in color. Anyways, thanks for the feedback! I appreciate it!
what is the asset pack
Woo! I'm a great knight! I think this is the most polished game I've seen from this jam, and definitely one of my favourites overall. The "tutorial" at the beginning is a lovely touch.
If I have one quibble, it's that returning the spirit to the soul to the body seems to take just a smidge longer than I'd like given that enemies can spawn more or less on top of you: it feels as though the delay to control your body is about as long as the grace period when enemies first appear on screen, so you're almost guaranteed to take damage if you get unlucky with their placement. But there's enough health available that it's not overly frustrating to lose a point here and there in that way. Great work!
Congrats on beating the game! I intentionally make a delay before you move when separating to highlight the effect of the soul separating / combining. What I might change after this jam is to add more delay before the enemies actually move and hurt you. (Enemy Spawn) So players will have more time to react. Anyways, thanks for the feedback! I really appreciate it!
That would be great! There were definitely occasions where I'd been too busy shooting to notice new enemies, and that's my bad. It's only really when one spawns right on top of you, you think "Uh-oh!" and immediately return to your body, then take damage anyway that might benefit from a tweak to the timing involved.
Super polished and well made game! The mechanic is great and the gameplay loop is enjoyable. Great work!
Thanks for the feedback! I appreciate it!