Nice idea, simple to pick up.
Play game
Soul Control's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1088 | 3.194 | 3.194 |
Overall | #1280 | 3.222 | 3.222 |
Originality | #1729 | 3.222 | 3.222 |
Presentation | #2943 | 2.639 | 2.639 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
There are multiple player characters in each level, but you can only control one at a time. When you aren't directly controlling a character, it can act on its own, thereby being out of the player's control.
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We created all audio during the game jam
Comments
Gameplay was very unique! I like how many different ideas you came up with that kept the gameplay fresh.
I also like the theme of the game! Trying to control different souls is a great little twist. Also, good job keeping it with the theme, the other souls can get a little out of control when you're not looking :)
I think there's only a few things you could fix: without fullscreen it's a little wonky (it's ok I get it!), and when three souls are stacked on top of each other, it's a little hard to keep it that way. I don't know if trying to fix that would mess up other things, so it's ok if that doesn't happen :)
Nice sound effects and music too! Overall, a very good entry. If you wouldn't mind, could you rate mine too? :)
i really got into it but i ended up stopping because i couldn't reset the level, the game has great level deisgn and is quite fun but is really buggy so it kinda ruins the experience.
Having the other souls move on their own is a great twist on the singleplayer-multicharacter platformer. The game is charming, and the puzzle design is pretty solid. One criticism I have is that some of the puzzles seem to have a bit too much of a difficulty spike, specifically the one that introduced the yellow souls and the one that introduced the jumping soul, the latter of which I was unable to solve, but that's just me. Also, I think that expendable souls should be more obviously marked as such than just having the text say so, unless I missed something. Overall, very fun game. I'd love to see this developed further.
This is a perfect interpretation of the theme! I'm amazed at how many levels you were able to design in such a short time period. Controlling the souls was fun and a couple levels really had me scratching my head, but I was able to figure them out. I had a few instances where when I jumped on another soul that was on a platform that was moving up and down, it counted as the soul being crushed, so I had to restart the level, which was a bit annoying. Overall, really fun! Five stars.
An excellent puzzler! Great job! I love all the different kinds of souls and controls. I would maybe give the player the option to switch between different souls using the number buttons, and maybe have an indicator at the edge of the screen that points to out of sight souls (a la what happens to your character in Super Smash Bros if you go off the screen.
But great job over all!
Great Job!
The GameJam topic has been taken very good care of. And the story behind it is just brilliant. I love that there are different style of souls and that they behave in somewhat unpredictable ways. This game is very well scaleable with new souls, new hurdles, etc. and will not lose its originality. I also love the music that has a 'skeleton ball' vibe to it, which fits the game theme very well.
Sadly I couldn't get past the level with where the white soul was introduced because I couldn't figure out how they were able to jump across the spikes. So if you could give me some insights in what lays behind, that would be very nice. Also the camera was sometimes a bit buggy with finding characters, etc. and you have to get used to move the camera with WASD and the souls with the ARROW keys. But that was not really a big problem. It might have been useful to have the camera capture a much wider field to see the entire seen or at least all souls at once. But in the end that is rather some polish work and the game works perfectly fine with out it. So just to mention it again, Good Job!
Thanks! The white soul introduction was the first level and that jump shouldn't be too hard (pressing the up arrow to jump over the spike pit). There is an impossible jump in what I think was the fifth level (the second one with yellow souls), but a yellow soul can be sacrificed in that one, since just one white soul will reach the quota. Hope that helps, and if I got the level wrong, just tell me, but thanks for the feedback!
I love your interpretation of the theme, really fun idea! great work!
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