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The bird calls DEMO's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #2523 | 2.609 | 3.500 |
Overall | #2637 | 2.683 | 3.600 |
Presentation | #2680 | 2.758 | 3.700 |
Originality | #3083 | 2.683 | 3.600 |
Ranked from 10 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?
You help a rpg party to get to their destination. However you are just a bird guiding them with bird call, and the party has a mind and personality on their own.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
this game is amazing, one of the best ones so far,but having to hold the call button witout having an meter or an way to know how far is going to work is annoying tho
very interesting and fun! sometimes it is difficult to get him into small spaces though
I like what you're going for with this game, I think at its core this is a solid demo that shows off what you're going for. I especially like the fact that you've built the tutorial into the natural progression of playing the game, which not a lot of games in game jams tend to do. However - I think the experience of actually playing the game is held back by a couple of things that can be, and should be easily improved on first:
The bird calling mechanics
To use the bird call, you have to hold down a key for what feels like forever. At first it may not seem like a big deal, but when you have to repeat this mechanic hundreds of times, it starts to begin to feel like a chore. I imagine later on you may want to do the short call, but in the parts of the game that I played, I only ever needed to do the long calls. Swap these around. Make the long calls just a tap of the button, and the short calls the long-hold tap. This is the core mechanic of your game, and it must feel really good to use.
Bad Pathfinding
Haze seems to want to move in a straight line between his current position to the bird's position, and he can get stuck on a wall very easily. Similar to the bird calling - this is a major core mechanic of your game, and not having it work the way you expect it to is a huge issue. Haze needs to be able to at the very least maneuver himself around corners.
Other than that, I've gone through around 10 games in the gmtk submissions and this was by far the best one so far (though it may not last long!). Also have to compliment you on the art style and quality of the presentation was mostly quite good, unfortunately it just isn't 'fun to play' in its current state because of those 2 things making the game feel frustrating to control.
This game is really cool! It's game mechanics are nice, and the presentation is very good (nice graphics, and the texts above the players' heads are nice as wel).
I only thought that the levels got a little repetitive after a while, even though new concepts were introduced in a lot of levels. It was still just: sneak past or kill the monsters, press the button, win.
But a very good game for 2 days!
this might be a me being a terrible gamer moment, but i couldnt get past the first combat.
that being said i think i can get the gist of whats happening with the puzzles and this seems like it would get really tedious with the charging calls stuff, it seems like the call should just be at maximum distance but maybe at a cooldown?
cool start though!
Pretty cool and a neat idea, I only had to roll over my keyboard once at the start.
Your game Looks like it was made in 2 weeks