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A jam submission

Uchi no KiView game page

Energy. Life. Ki.
Submitted by voithos (@voithoz) — 54 minutes, 13 seconds before the deadline
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Uchi no Ki's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#1384.0304.030
Presentation#1594.3034.303
Fun#1673.9243.924
Originality#4483.8643.864

Ranked from 66 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 play as a character that can split, control, and re-join their "Ki", using it to solve puzzles.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Viewing comments 20 to 1 of 43 · Previous page · First page
Submitted

Once I figured out the mechanics, this game was a lot of fun! The music and art also made the game look and feel very polished. I'd love to see more levels for this!

Developer

Glad you enjoyed it! :D Thanks for playing!

Quite fun. Many sort of tethered character platformers exist but this is executed pretty well. looks very unique and is a good proof of concept.

Developer

Thanks for playing! :)

Submitted
Deleted 1 year ago
Developer

Thanks for playing! :) Yeah, I decided to focus on polish rather than making a larger number of unpolished levels, but there were also a couple of other mechanics that I was really interested in but didn't have time to implement... Hopefully I'll be able to do a post jam version!

Submitted
Deleted 1 year ago
Submitted (2 edits)

Decently polished. Nice art style. It seems like a fun game but I got stuck at the first checkpoint and couldn't figure out how to continue from there. Maybe I'm dumb ? It seem like this concept has a lot of potential.

Developer(+1)

Yeah, unfortunately that puzzle isn't great and seems to stump a lot of people; the key insight is that your soul has higher initial speed if you are already moving prior to releasing it, but it's pretty subtle and not at all intuitive.

Thanks for playing!

Submitted

Great game, great vibe. Loved it!

Developer(+1)

Hey, thanks a lot! :)

Submitted

:) This was very fun to play! I really like the animations and particles. I like the art style and simple color scheme. The music adds nicely to the mood also!

I think I’d have made the timing just a tiny bit more forgiving in a couple places. First, I would feel clever and happy after figuring out the sequence of movements needed in order to solve the puzzle. Then, 48 attempts later, I’d feel a little sad that I still hadn’t quite had the perfect spacing and timing to get the soul to reach the doodad while jumping at just the right spot… But I got there in the end, so maybe it was just challenging enough!

I don’t know if this would have made things better, but I kept thinking that my soul should shoot out faster if I was moving faster when I launched it.

Developer(+1)

Thanks for playing! :D

Great points, for sure. Interestingly enough, your soul _does_ shoot out faster if you had some momentum already, except I think I made it too subtle for players to notice. That mechanic was actually the "key" trick behind the bridge section, but I think it would've been much more obvious if the boost was more pronounced, or if there was an additional animation to go along with it.

Gotta do more playtesting during the jam next time!

Submitted(+1)

Really enjoyed this game! Great job! The art and music were both great and the way you applied the theme was very original. I didn't run into any problems with controls, a very smooth build! 

Developer

That's great to hear! Thanks for playing :)

Submitted(+1)

Loved the art and music, pretty fun game as well. I wish space bar was not used to release my Ki since I used it every time when trying to jump lol. I had a lot of fun, really good game, going to my list.

Developer

Thanks a lot! Yeah, maybe I could've used a less overloaded button, haha...

Submitted

Nice game. The animations and textures are pretty good.

Developer

Thanks!

Submitted(+1)

Really Impressive art style and original yet simple controls. Loved all the animations, great job.

Developer(+1)

Thanks a lot!

Submitted(+1)

It looks really good and the mechanics were pretty unique :-)

Developer(+1)

Thanks! :)

Submitted(+1)

I loved the aesthetic of the game, and the soul movement. It was so unique! I was rather bad at it, but it was satisfying to pull off.

Developer

Thanks again for playing! :)

Submitted(+1)

What a great game!!! The best I've played so far, love the simple gba art style, and the game mechanics are just spot on!! Good music and good sound effects, nice level design, good job!!

Developer

Wow, thanks so much!! Really glad you enjoyed it! :D

Submitted

What a great game that only make in 2 days. The game is simple and very fun to play. I very enjoy it

Developer

Thanks for playing!!

Submitted(+2)

Awesome art - I found the controls a bit floaty and there were some really clunky controls required for some of the puzzles. Specifically the one after the first checkpoint - what was I supposed to do there? I feel like I cheesed it.

Developer(+1)

Thanks for playing! Yeah, I wasn't sure how floaty to make the ki controls, and probably ended up leaning too heavily on that.

By the first checkpoint, do you mean the one in front of the acid pool with the two gates? That particular puzzle is supposed to require the player to use conservation of momentum - specifically, if you're moving in normal mode (either vertically or horizontally), some of that momentum will get transferred to the ki burst when you press space, allowing it to go further than it could if you started from a standstill. I struggled with figuring out a good way to teach this, though. :\ In theory, the puzzle prior to that could illustrate this, because you're essentially using the same principle to reach the two buttons, but I don't think it worked as a teaching aid because most players probably just paid attention to the jump height and didn't notice the momentum increase.

Thanks for playing!

Submitted

I had trouble in the same part as well, but after you explained it it was easier to finish the game. Maybe if the particles changed color with momentum it would be easier to get what's happening?

Developer

Yeah, I think some kind of indication or animation would've helped!

Submitted(+1)

Really like the concept of releasing your soul, great work!

Submitted(+1)

Really like the concept of releasing your soul, great work!

Developer

Thanks for playing! :D

Submitted(+1)

Really nice presentation, and I like how hard this is.

Developer

Thanks a lot! Do you mean that it's "just hard enough", or do you think it leans more toward the harder end? I ask because I've historically had a really hard (ha!) time balancing difficulty during game jams, so I tried giving the puzzles a nice difficulty slope, but not sure how well it worked.

Submitted(+1)

I thought it was really hard. The first couple are pretty easy, but then it ramps up fast. Not sure if it has controller support, but on a keyboard it takes some pretty nifty maneuvering.

Submitted(+1)

good concept, love the green slime graphics

Developer

Thanks a bunch! :D

(+2)

pretty cool!! i enjoyed the visuals, very simple but very aesthetically pleasing, it felt a little frustrating to control Ki at times, i beat the first puzzle right after the first check point by standing right in the last pixel of the platform, not sure if it was intentional but it felt like i was "cheating" but overall the puzzles were really enjoyable, nice work!!

Developer(+1)

Thanks for the feedback! Yeah, the ki mode is a bit slippery, but it felt like having too-tight controls there wouldn't go with the ki theme, although I probably made them too floaty.

I'm glad you enjoyed the puzzles! There were a couple large mechanics that I had really wanted to implemented but ran out of time for - we'll see if I get around the doing them in a post-jam version!

Viewing comments 20 to 1 of 43 · Previous page · First page