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A jam submission

I Died in a CaveView game page

A game about being one with your soul... just separated
Submitted by Keith Makes Games (@_Cometx5_), DumpsterCuddles, Kochipo, KatZombieBrains, GlimMusic, TylerSerino — 1 hour, 39 minutes before the deadline
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I Died in a Cave's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#114.6764.676
Overall#304.2634.263
Fun#974.0284.028
Originality#1984.0854.085

Ranked from 71 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?
Our game focuses on a skeleton who's soul is leaving his body, but is tethered him. The soul can't help but be joined to the skeleton, otherwise they both die. Don't keep them far apart or the link keeping them together will break and they both will die.

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?

Yes

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

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Comments

Viewing comments 54 to 35 of 54 · Next page · Last page
Submitted(+1)

This is one of the few games that I'm shocked to find was made just in the 48 hours given. Really well done systems design, visuals, art, and sounds.  The controls felt pretty smooth, and the aesthetics were really well done. That said, my main problem with this game is its lack of instructions.


Without watching the trailer video, or looking at the description, I had no idea what I needed to press or do (other than the obvious WASD and space). The easiest way to circumvent this is a text, either in the world or on the HUD, that tells the player what button they need to press.  Crouching a lot of players will likely know, but not everyone, so even in that area it's good to communicate to the player what they need to do when they get to that area. And for new abilities that haven't really been done in other games, you definitely want to add something to let the player know what they need to do.


Overall, again, really good game, it's seemingly just that lack of communication is missing.

Developer

Thank you so much for the feedback! We wanted to add a tutorial,  but just ran out of time.  We do plan on working on the game further and re-working a lot of things to fit our wants for the future of the gameplay better,  so I hope you get a chance to play it again with a re-worked version! <3 

Submitted(+1)

I'm freaking out! You have a spectacular 3D, an incredible UI and the gameplay is great! 5 stars falls short!

Developer

Thank you so much! <3 The whole team fell in love with the project from the moment we started and are delighted to see so many people loved it!

Submitted(+1)

I tried to play it, but this is the first game I could not start on Linux using the Windows emulator wine.  

Developer

Oh no! Sorry to hear that! Unfortunately we only had time to make a Windows version, though there is a gameplay video if you would still like to see it. <3 Hopefully you can play one of the newer versions in the near future!

Submitted(+1)

What an awesome 3D platformer game it is! All the details and effects are well constructed! Cool mechanics design. I can imagine more interesting ways to implement your mechanics in different levels. Looking forward to play your complete game!

Developer

Thank you so much! We a very excited to see where we can take everything to create a full version <3

Submitted(+1)

This is definitely the best 3D platformer I've seen in this jam so far! The artwork is stunning, and the music and SFX are just perfect. The controls feel so smooth and comfortable. I can tell this game is really professionally made and well-polished. Well done! However, there are some minor issues that sometimes I get stuck in the rocks and can encounter some invisible walls. Also, I think there could be a little more explanation on the soul abilities at the beginning of the game. But anyway, this is really a fantastic work for 48 hours!

Developer

Thank you so much for the wonderful feedback! We really wanted to put in a small tutorial section to help with the abilities and general controls (People seem to be struggling with the wall jump) but we just ran out of time. :( I would love for you to give it a go again after we update the version once the jam is over! <3 

Submitted(+1)

Really nice looking game with some really cool gameplay ideas. Loved the music and UI. Probably would have enjoyed the actual game a lot more if it wasn't constantly lagging or glitching out. Not sure if the problem is just my computer, or the game itself, but even if it's just an intense game to run, I would recommend for a game jam making something that can run problem-free on even low-end computers. For a 48-hour game, though, this is amazing! I wish it had run smoothly on my computer so I could have played it all the way through.

Developer

Yeah we defiantly want to optimize,  it was our first game jam/game at all.  xD; Im happy you enjoyed it though! We plan on updating with a more playable version in the near future so hopefully you'll come back and play again once we update it after the jam. <3 

Submitted (1 edit) (+1)

Pretty good. Loved the graphics and the ambiance of the game in general. It could really use some explanation on the gameplay mechanics though. 

I actually got stuck in front of a wall trying to figure what I had to do before realising I could wall jump (which is not presented at any moment of the game or even in the game description).

I then got stuck right after and had to watch the video on the itch page to figure out that the red power was used to propulse yourself.

those kind of basic mechanics should be presented to the player through the level design (or at least prompted on screen)

apart from that, once you figured out what's used for what, it's actually very enjoyable to play & the idea is a very good take on the theme. Good job :)


minor bug : I reloaded the first level and then got stuck as it wouldn't load the next one when I reached the end. (had to restart the game)

Developer

We defiantly need to put in a tutorial in the future,  we just ran out of time to add it by the end of the second day. ^^;  Thank you so much for the feedback! It was all of our first time making a game so we really take any feedback we get and add it to the list of things to improve.  That is the first time we are hearing of that bug though! I will pass it on to the coders so they know! Again thank you!

Submitted

That's totaly understandable. GameJams  are really hard. You did very very well for your first one. :)

Submitted(+1)

Art, animation and sound were SO polished! Got stuck in rocks a couple times and had to jiggle around the controls to get free, but really fun.

Developer

xD understandable,  we noticed some of the collision issues after the time limit was up.  Im glad you were able to get free though!  Thank you for playing!

Submitted(+1)

Thanks for letting me play your game! My first impression was the relatively large file size, but the visuals really appealed to me to play it. Some comments:

Things I liked:

  • One of the best visuals I've seen so far. Really good art, colors, animation, effects. Visuals feel so complete, like a full game already.
  • Really interesting concept. Definitely unique - not only you use tether to find & touch other"things", but also to jump and stuff

Things I didn't like:

  • The tether was frustrating. It keeps getting stuck whenever it touches something. This issue is especially significant in those small "maze" where you have to traverse your tether point through the small paths in the maze. Furthermore, it can get stuck to somewhere and never get out, like in the ramp in the 1st level - after dropping the ramp but if your tether is underneath the ramp, I cannot ever get it out
  • Spent too much time trying to figure out the mechanics (probably a personal thing, maybe I'm slow i figuring out things). I think it's good to not "handhold" the player too much, but I think it is important for puzzle games to introduce basics to the player first, then let the player play on. I especially spent too much time trying to figure out level 2. After too long only I realised that I need to touch the "red diamond"

Overall this is already really good & has a lot of potential. Good job

Developer

Thank you for playing the game and extra thank you for your feedback :). We definitely agree that the soul tether needs lots of work, we struggled ironing out some of the kinks like it sticking and probably should've built puzzles that didn't rely so heavily on small spaces. Good news though, we did find a fix for it sticking a few days after the jam so that's a win! Also, no! It's not a personal thing, this game really falters in the teaching area since it doesn't teach at all. We intended to add tutorials for each power, but we ran into some hiccups at the end of the 2nd day and couldnt get them in on time, so that's completely on us. We have lot's of work to whip this game into shape, the team really appreciates the play :)

Submitted(+2)

Not bad! Unfortunately it was pretty laggy on my computer, but the idea is nice. Good job!

Developer

Thank you! We definitely need to set up some graphic settings, definitely wasn't our first thought when making the game, but from the comments, definitely an oversight. Hopefully you'll be able to play the full game when we make it :)

Submitted(+2)

The over look of the game is really impressive! However, I encountered some invisible collisions that stopped my progress.

Developer

Those darn invisible collisions! We ran into those right at the tail end of development and couldn't figure out the issue in time to correct it. I'm sorry you weren't able to complete the game.

Submitted (3 edits) (+2)

How on EARTH did you all make this in 48 hours?!?! I'd be amazed if you did this in 3 months. Wow wow wow wow wow.  I can't wait to see what you guys create in future jams and in general. You've all got a bright future as game devs, that's for sure!

That being said, of course there were little issues here and there. For me it was primarily optimization, lack of a tutorial, wall jump, and not being able to rebind keys, but all of those things have been mentioned in the comments so I won't get too redundant there :) 

The only thing I'll add with the lack of a tutorial... it might help to have a visual indicator when the soul is being used (it glows brighter/changes color when left mouse button is clicked?) so it becomes clear to the player when the control is transfered to the soul. Without that, the fact that the soul sticks to surfaces is a bit misleading because i thought it was like rope physics. I spent way too long trying to run as far back as I could to pull the bridge down haha.

But really, all those things are trivial compared to this masterpiece you've created. I'm so happy to see you all plan on creating a full version! You can guarantee I'll be there to play it as soon as it comes out!

Really amazing work y'all! Best of luck in the jam!

-Sasha

Developer(+1)

We are a team of 6 recent graduates and 1 still in his program. <3 Honestly we are all just as shocked as everyone else at how well we did, because this is our first jam as well as our first time working together as a team! We defiantly need to add a tutorial and plan to in future versions,  some of the controls can be a little difficult to figure out without one! Like for example wall jumps,  it's all about timing and not pressing the direction you want to jump.  We found that everyone seems to press the direction they want to jump (Naturally,  I did too at first) which actually hinders the player. ^^; Thank you so much for the feedback! We honestly take everything we are told and write it down as something to fix,  and I am so looking forward to working on it more! I wish you the best of luck too! 

Developer

Thank you so much for your kind words :) . We appreciate the feedback and definitely have plans in place to rectify the issues (and already fixed a few). I had all the pieces and animations ready to have the different mouse crosshairs react to the world and input, just ran out of time to implement them! I can't wait to work on the full version and really bring this to life :) I'm really glad you liked it

Submitted(+2)

It was really hard at first to figure out what I could do with the mushrooms. If you had a tutorial at first which explained all the abilities that would be so helpfull or some text when you first encounter something. Also a way to retrieve your soul at your position, mine got stuck and fell down a to a lower part and couldn't manage to retrieve it, I had to restart the game in order to get further! But art, music, puzzle and levelwise this game is absolute gorgeous! Crazy job done! :o 

Developer(+2)

We defiantly wanted to add a tutorial,  but ran out of time. xD; I can easily say that we were very ambitious which lead us to either run out of time or totally forget some key aspects,  but now that we have officially done our first Game Jam hopefully we can do better in the next one! Thank you so much for the feedback! I think a way to retrieve the soul is a fabulous idea and I will pass that along to the coders.  <3 As one of the artists it warms my heart to see that you loved the art, and I hope that you stay tuned to see what we bring in the future!

Submitted(+2)

Brilliant first Game Jam! So keep working like this and next one will even better! ^^ 

Developer(+2)

Thank you! <3 

Submitted (1 edit) (+2)

Man, a game jam game just has no right being this good! I had a great time playing this, and I love the idea and the abilities you get! The only real feedback I have is that it took me a while to understand the grappling ability, so I think that emphasizing teaching that more could be helpful. I also found the wall jump to be rather cumbersome to use; I think wall jumps in platformers like Hollow Knight and Ori don't require you to hold the direction you're jumping in when you use the ability, since you can just send the player away from whatever wall they're stuck to.

Developer(+1)

Thanks for the feedback! We defiantly wanted to add some tutorial but ran out of time xD; Also you don't need to hold in a direction when jumping, it's all about timing! We have run into a lot of people struggling with it which is totally understandable because it's a little weird to get used to.  Especially since you have to hold the direction on the initial jump it has caused a lot of confusion. ^^; We hope to do a full tutorial in a future version though. 

Submitted(+2)

Very polished platformer! everything just felt good well done!

Developer(+1)

Thank you so much! I am so happy you liked it! <3

(+3)

Nice to look at and fun to play.  Neat idea and I love the use of color, shading, and effects.  (Can't go wrong with glowy shrooms)  c:  Finished the game but didn't know how to reach some of the collectibles.

A few tips for controls would have been nice.  And maybe having the walls you can jump climb on be slightly outlined or highlighted somehow would help.  I didn't realize I could interact with them for a while.  Even if they were a slightly different shade or something, that might be good enough.

Developer(+1)

Yeah,  we ran out of time to do a tutorial sadly. xD; Thank you so much for the feedback though! and by walls you can jump and climb on do you mean the wall jump portions? because all walls can technically be jumped off,  though I do agree that it would be smart for us to add something to indicate where you are intended to jump off the walls.  

Submitted(+3)

I really wanted to finish this game but during the climb after falling down and having to repeat the wall-jump section 4 times I gave up. The suggestions twiggy88 gave below are really good.

Developer(+1)

Understandable,  a lot of people seem to be having a hard time with the wall jumps.  If you don't press and hold in a direction and just press the jump button it works perfectly but it isn't the first thing players think of xD; Thank you so much for the feedback! I will pass it on to the coders. <3

Submitted(+3)

wow wow wow. Forgive me for not even believing this was made in 48 hours. Incredible game jam game. Such a unique idea, such polished art, and super fun mechanics! And not to mention, vast room for expansion with more levels/powerups/ maybe enemies? Truly a perfect game jam game.
I can't help but also notice similarities to my game and I find it interesting that we came up with such similar ideas, but our games are so vastly different from each other with our own unique spins. Hats off to you my friend.

Developer

Right!? The fact that ours ended up being so similar but so vastly different at the same time blew my mind when I played yours! We were lucky enough to have a rather large team that all worked together really well,  and honestly we were all shocked that we finished it in 48 hours as well. xD; It was our first jam and I feel like we did a really good job splitting up the work in our team.  We hope to continue working on it after the jam to fix the bugs and make the gameplay itself more fluid.  Thank you so much for the feedback!

Submitted(+2)

Holy moly a 762mb game jam game! That's gotta be the biggest game I've downloaded this jam lol. I've seen this soul tether mechanic in a couple of games this jam but this is definitely the most polished in terms of artwork, sound design and animation. Nice submission!

Developer(+1)

xD Yeah we went a little overboard,  but it was so much fun! Im glad you liked it!

Submitted(+2)

Wow this is an incredibly polished and impressive entry, quite the 48hr accomplishment, honestly the only criticism I can even come up with is that the soul tether gets stuck pretty easily on objects and corners which makes the mazes you move it through at times a little bit of a pain as well as just getting stuck as you're platforming about. But, man, using the different powerups all feel great, especially like the explosive shrooms when you start chaining rocket jumps together. Not much else to say, but, bravo and well done!

Developer(+1)

Thank you so much! We defiantly wish we could have figured out why the soul was sticking before the deadline,  the programmers figured it out after the deadline so hopefully after the jam there will be an updated version without the stickiness for everyone to play!

Viewing comments 54 to 35 of 54 · Next page · Last page