Play game
Spirit Guide's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2062 | 2.985 | 3.818 |
Overall | #3107 | 2.535 | 3.242 |
Fun | #3162 | 2.345 | 3.000 |
Originality | #3964 | 2.274 | 2.909 |
Ranked from 11 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?
Mechanically, your spirit is joined to you and can only stray too far. Narratively, you have a collection of spirits joined to you (they work almost like mana)
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
Leave a comment
Log in with itch.io to leave a comment.
Comments
Super cute. Unfortunate about the soft lock but sometimes that happens.
Great game! The look of it is very nice, but I agree with other comments that the movement and combat can be very janky at times, especially when you can run into an enemy and lose three hearts in one second. Also why does everything have precise collisions? I don't need to be able to stand on one pixel of ground, just make the hitbox a rectangle? Not to be overly critical though, still very fun to play.
Hi this is another person playing from the same computer. The concept is cool, but I felt like the spirit thingy was a little unintuitive. The way you kill enemies felt very awkward and it wasn't clear we were doing it "correctly". The mecahnic is an interesting one, but it felt a little underdeveloped (though I recognize this is likely as much a facet of the 48 hour time restraint as anything else). One last thing; we seem to have soft-locked ourselves after killing the boss that lets you wall-jump. I don't know if we're just bad at the game or-
All to say; nice game, cool concept; fun to play. A bit confusing at times in the design decisions.
Yeah i've been made aware of the softlock by a couple of people (it will be fixed post jam), as for the precision, that was an oversight on my part and will change for post-jam releases.
some really good pixel art and music, the aesthetic is pretty nice, but the gameplay is kinda janky with how the enemies can combo you with their projectiles and whenever you hit them with your spirit there's a 50/50 chance that you will just pull them closer to you... somehow.
A suggestion I could make is that, since the player's spirit covers him so much as it costs mana to initially summon it it could serve as a shield against projectiles for maybe a single hit so not to make it too OP; All in all it was a nice concept but with flawed execution.
This was something I tried to implement but ran out of time. The plan is to fix both things in the post jam work on the game.
I Love The Art The Controls Feel Like little Non-Responsive but It Just Might Be Me Awesome Game Overall =D
I like the pixel art!