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Windman's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1506 | 3.015 | 3.015 |
Overall | #1604 | 3.090 | 3.090 |
Originality | #1675 | 3.254 | 3.254 |
Presentation | #1754 | 3.149 | 3.149 |
Ranked from 67 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?
Exploration out of control. When gliding too long the wind teleports the player randomly to few places. Then, player has to figure out where he is using map. Wind appears in the third level of the tutorial and every after that.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Nice idea, and great mechanics. And I also thought there is no need to add player position on the map. Because you want to people to work it out I guess.
But I’m confused by the frustrating teleporters. Maybe you could add tutorial or teleport range or something.
Yeah, there should be another tutorial level about teleporters, and I also should explain that the blue pluses are places where wind can teleport You. It would help many people and I wanted to make the game more cryptic for no reason:/
This game was a delight to play and try to figure out. Thank you for the great game. Being able to "mark" on the map would be great to help you figure out where you are.
This is actually a very good idea to take notes, thanks!
Great mechanics. Whilst it's perhaps not insanely 'out of control' this is a fun little game with well thought out puzzles. I like what you did with the wind and could easily see this becoming a full game!
Pretty fun. Reminded me of La Mulana, especially the confusion - tho the teleporters sometimes were admittedly frustrating. However, after some trials with the map, I did get the symbols to work properly and progress. You could always intuit where you were. Though the left "plus" triangle threw me off, I admit.
But not in a bad way. I do think in a bigger game, the teleporters would probably end up too much, but for this, they sure worked for what you were going for, I think :)
"La Mulana, especially the confusion" I loled ;p I will check it out, I only know this game from some screenshots.
I have nothing to add, fully agree, thanks for playing
Cool concept, but it was a bit hard navigating (the second tutorial level I guess) because of lots of empty space, even though the map helped a little. Cool game nonetheless :)
I am starting to think that some people are not clicking "new game" but because of some buggy offset they click "skip tutorial", because You are the second person who says about problem on second tutorial level - and this level is a simple room with two totems, You can't get lost there. And second normal level is actually the last one of the game, and its veery big.
Thanks for playing!
Ohhh alright, you should have put some hints at what level is what haha. So yeah, it was after the two totems room (with the code on the minimap), if I remember well. The door is down below, the two totems or on way high platforms, and there's a huge bowl shaped void in between, it was kind of hard navigating in that level, but the concept of the game was great ;)
I think the tutorial signs should have included the WASD buttons, as well as an explaination of the teleport and wind. Also the map should be a bit more accurate, had a bit of a hard time figuring out where I was. Also, I think that the symbol statues could use an interact button, instead of touching.
Thanks for playing, I watched Your stream, though I couldn't be live. And maybe because of that Your's may the only comment here I have to mostly disagree :P
My problem with Your WASD tutorial issue is that if You would've started the game with arrows, You would say that there should be a tutorial about arrows - because this also works. Even the controller works;) The player can steer however he likes. So I believe everyone will figure it out, and if You really don't know the common gaming controls, they are actually mentioned on the title screen. I don't think that player really needs to see that the controls is WASD and/or arrows all the time...
Yup, the wind is introduced in the very first level 1, but I guess some may skip it - You did, and probably many others. I think there should be another tutorial level that properly introduces the combination of wind and teleport, because this is very misleading (alongside with no animation on teleporting, that's the issue too).
I wanted to say that interact button is actually there: You can jump in place and it will change;) But that one place You mentioned in the stream is actually too narrow for that, so good point.
My idea of maps was for them to be as crude as possible and let the player figure it out. You said You had a hard time - but You actually blazed through it almost as fast as I do;) And, You even at one point used the map to find a small shortcut with loud "ha!" moment on the stream - as designed;)
The last level You played is actually to fully realize the concept, and it may be too much for some - its good that You stopped, You've seen it all. There should be proper information about it in game.
Thanks again for playing and streaming, really wanted to see someone in action;)
The teleporting was unclear, but the controls and main mechanic worked well ! It’s not perfect, but there is a solid base. Good job ^^
Hey I cant reach up...
On the first level? You have to press space in air (like in double jump) to glide. On later levels gliding with wind will take You very high up but You've got to be careful because wind can teleport You to a distant one of few random places
it was fun and got real hard later. wish there was player position in map, it became too 'out of control' sometime after teleporting.
Thanks, but to me it would break the concept of my game. Though from the comments I see that more people were expecting this to be a gliding simulator, where You have to get through an "out of control" wind. Maybe this would've been a better idea? I was actually thinking that there would be many games with gliding and wind, so I tried to do something strange^^
But I wanted to address here the gmtk's "little dotted line". I feel that there are too many games nowadays that give the player all the information unnecessarily. Here the teleport spots are in such places where You should recognize "oh, I am at right... drop" "oh and now I am at left... drop" "and now its flat, hm". Well at least I tried to do that but also the graphics were supposed to be much better, and have some more distinct points, not just meh rocks:/
Also, the maps at first weren't supposed to be maps;) They were a list of clues, how to find the switches and answers - but I thought that THIS would be really hard;)
Please note that all of the levels except the last one have blue plus'es to mark the teleport positions. Maybe this will help.
I think I will expand on this a little bit, by adding more items, Zelda-like, lets say compass and stuff like that, to control the wind, teleport zones, etc.
Well, thanks for playing!
No, I get you. I actually liked the game. Maybe it is because of jam entry, we dont want to invest much time in a game than we usually do.
My game have endings which needs a little out of box thinking and I found very little people even reaching the last level. So i think game for jam should be more player focused. (did I put it correctly?)
Ok, I get it, I failed at information part - the last level was actually made so that not everyone will play it or end it, its is just there to have the concept fully executed. I think this should be properly notified to the player. And I believe I should have an easy mode with better maps/clues. I think for now I will attach a map with more clues to the game's description, maybe it will help some people who want to complete it. Thanks again
It gets really hard in later levels to tell where I am, but I guess that's the point.
I did got lost a lot of times, but the glide mechanic was so much fun!
I’m not sure if it’s still relevant to mention the teleport since others already did that :D, but I like the idea of using the map more often than we used to. Again, adding visual feedback like trails, OR a preview of the teleport will really help. But I do understand it was made in 48 hours, and you made a good job with the game. Good luck!
The wind gave me a feeling of Celeste, and the overall art is just pleasing, by the way
Yeah this teleport is something I have to make better.
Also I don't know why but I mentioned authors of assets only in game, a bit in first comment, I have to add information to the game's page also. The tiles and the character comes from here: https://s4m-ur4i.itch.io/huge-pixelart-asset-pack, bought in some bundle. I've only made the totems, door, and signs. If You like the style, You can more games with this tileset in this jam, I've seen it;)
And yeah, I also think as some, that the main character is a total ripoff of Theo from Celeste;)
Well, Theo looks cool, so it's understandable to copy him ahah. Thank you for sharing the tiles, though! And that's fine that you used these assets, since you used them for a game so nicely:)
As others mentioned, teleportation is kinda confusing at the moment. But i really like the 'use map' bit, it feels like a real exploration. Very cool!
Overall, neat concept. The teleportation mechanic was a bit confusing, i guess that is what the map is for. Maybe there could be some indication to the player when the teleports are about to happen? or maybe the wind actually carries the player there instead of "blinking" to new location?
Yeah, the presentation of teleporting is very bad because this was my first try with Godot. I tried to do it so that the character starts shaking and flies away, but couldn't do it:/
Though You have a very good idea I could've done - the wind carrying the player... I guess I was too fixed on my idea, because that would make it much better, thanks!
I liked the gliding, but the teleporting made me feel completely lost. Maybe that's what makes it out of control though :)
Yeah, the presentation of teleporting is very bad. And yeah, You're supposed to check the map after teleporting and figure out where You are based on the environment;) Ty for playing
I liked the idea of gliding and I really loved the way that you used it (to fly or to drop down). Was really interesting and reminded me of Ori and Will of The Wisps as it uses this mechanic heavily (and the previous one too).
The game however felt clunky since when I flew in some places I found myself teleporting to some areas. That was incredibly jarring.
The puzzle aspect was interesting but for me it felt more about just figuring where you are and flipping a switch -- I was expecting it to be more about figuring where you are based on landmarks. That said, due to perhaps a bug or something I got stuck the second time I tried the game with the second level (with 2 switches after you teleport) and I wasn't able to find the door as I kept teleporting to the same locations over and over again.
As you mentioned it doesn't feel completely "Out of Control"ish but it kinda fit it in some way.
Overall, lovely little game that might turn into a full thing with some work here and there.
Yeah, this is another problem I couldn't figure out as I don't know much Godot - I wanted the teleporting to have more signaling to the player, like shaking just before, but I screwed up, didn't know how to do it:/
Thanks for playing and sharing but about the memory, can I ask You - did You use the map? I think You shouldn't really remember anything, the map is there to help in navigation, investigate the surroundings, and has all the answers to puzzles.
Oh, I think it is a mistype from my end in the comment, let me adjust the comment to reflect what I wanted to say better. Sorry, I edited my comment when I was typing and didn't re-read it. I was typing something about memory (as I was taking notes when I played but forgot to erase it as I assumed something from the game and the game didn't have that aspect).
For what it is worth, the memory part is that I assumed that I needed to know where EXACTLY to jump off and where to start flying for the teleportation to work and thus the memory part of the game which I wasn't a fan off. But it was a bug I think more than anything as I couldn't find the door when I played a second time.
This was so fun! It took me a bit to get into it, but once I got the idea I really liked it! I love the exploration, how you gradually internalize the level, and especially how the last level with the one on the dots teaches you a cool technique that feels great because you really feel like you're getting away with something! I also loved the spot-the-difference bit in the last level, too. I would totally play through a full game of this!
I can't figure out how to get out of the first level? Gliding up on the wind just brings me up into a dead-end space, doesn't ever seem to teleport me. Not a bad platform feel otherwise and the assets are used well
Well I knew it was a little bit to much sorry;) Teleporting starts working as a last mechanic on level 3. On first I wanted the player to use the map - the player is supposed to see that this dead-end space which in this case I would call a loop has a door on the left - You have to glide there. The wind without teleporting just takes You up in this place to allow You to glide to the door again.
Anyway thanks for
nothing(edit: xD) noting and playing, I am afraid that many players will have this problem:/This was fun! I enjoyed exploring the map and the gliding mechanic is really fun. Good job!