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Shadow Cloak's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1786 | 3.118 | 3.118 |
Fun | #1936 | 2.882 | 2.882 |
Overall | #2032 | 3.007 | 3.007 |
Originality | #2341 | 3.020 | 3.020 |
Ranked from 51 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?
Your enemy mimics your movements, so your movements and your enemy's movements are joined together.
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
Pretty good concept, just needs a few tweaks! The jump being the main tweak needed, there were times were I had to jump straight up to a platform, and because of the floatiness, the shadow was able to catch me before I could land a recharge my jump. Also, the scene transitions took a long time, and made having to restart a level a bit disheartening, I'd recommend reloading the scene when the player dies, rather than going back out to the level select. This is a good base, and I'd love to see how it turns out if you do go back and make tweaks!
Pretty good concept, just needs a few tweaks! The jump being the main tweak needed, there were times were I had to jump straight up to a platform, and because of the floatiness, the shadow was able to catch me before I could land a recharge my jump. Also, the scene transitions took a long time, and made having to restart a level a bit disheartening, I'd recommend reloading the scene when the player dies, rather than going back out to the level select. This is a good base, and I'd love to see how it turns out if you do go back and make tweaks!
Good concept.
-The jumping is too floaty feeling for a platformer requiring precise movement.
-The sprint move mechanic fun and enjoyable to use
-I have to admit it was too hard for, but that's not a bad thing, I'm just not great at these types of games.
-The sprites were okay, but main menu buttons didn't fit the theme.
There was not a moment of respite in the game because your shadow was always close behind, this made it gruelling. This didn't appeal to me but I can see how others could find it rewarding.
All in all a good effort for 48 hours!
Thank you for feedback.
-Agreed on this. I feel like I should go back and fine-tune the gravity level, but the deadline's already past so it's too late for that.
-The dash is heavily inspired by how Hollow Knight implements it. Actually, the game takes a page out of a lot of other games.
-To be honest, the difficulty was very much unintended, and I only noticed it at the very end of the game jam when I finally went in to implement a death system. However, I seem to pride myself on the fact that my submission is difficult, and if I ever went back to revise this game I would make sure to bring over the difficulty (although probably toning it down a little).
-I procrastinated on the menu until the very last moment and the quality sure did suffer for it.
This game makes me feel... panicked. You don't really get any respite in particular levels, since your shadow is always half a second behind you. You can't gain any ground, either - which makes it so that one mistake at any part of the level results in death.
It's a very punishing game, which can be fine. I agree with previous commenters that a quicker restart would be useful, and would make it much more palatable to try and re-try.
I did enjoy playing what I played. The spritework is decent, especially for the cloaks and the torch. The tileset would be great with a couple more shades, more detailed brickwork would add a lot.
I think there's a good core here. It just needs some tweaking.
This game makes me feel... panicked. You don't really get any respite in particular levels, since your shadow is always half a second behind you. You can't gain any ground, either - which makes it so that one mistake at any part of the level results in death.
It's a very punishing game, which can be fine. I agree with previous commenters that a quicker restart would be useful, and would make it much more palatable to try and re-try.
I did enjoy playing what I played. The spritework is decent, especially for the cloaks and the torch. The tileset would be great with a couple more shades, more detailed brickwork would add a lot.
I think there's a good core here. It just needs some tweaking.
Super fun, will beat you into liking it, the spikes level is super precise!
I love the "running from yourself" vibe. The game feels kinda both too tight and too loose at the same time. The movement feels too loose, while the player copy you're running from, and the spikes, feel all too tight, making some of the levels feel much much harder than they look. I still enjoyed it, just that some parts were a bit frustrating.
Yeah, by the time I got to level creation I realized that the player movement was both too slow and too buggy to fit with a lot of the levels, which I think is half of why this game is so unintentionally difficult. I'm pretty sure the Spikes level is straight-up impossible because the spike hitboxes are bugged.
Good idea! The death animation takes forever though, making each failure really annoying; the game is not forgiving. I barely beat the tutorial level.
Yeah, if I had the time I would've gone back to add an option for difficulty levels or a "quick death" screen.
"Shadow cloak" huh? Sounds a lot like HK.
I really like how movement feels, well done!
The clone mechanic is done super well, reminds me of the clone chase sequence in Celeste. The dash and double jump is smooth and it's fun to move around, though I do think the character is a little bit slow. The title screen is well put together and the game itself plays great!
A couple of critiques: since you die instantly, it would be nice to restart quickly from the level you were on so you have enough time to keep trying. It's really challenging in a good way, however I did get a bit lost on where to go every now and then, and since I have the clone chasing me I don't usually have enough time to figure out which way to go. General indicators with the shape of the level would help guide the player but also still maintain the exploration.
Overall a great jam game! I wish you luck in the voting period.
Thank you for the feedback.
I was originally gonna add features like level restarts, as well as a settings page for difficulty modifying or "quick death-screen", but I was lazy with my project and a lot of it was put together last second (which is why I was surprised when you said the title screen was put together well).
To be honest, the hard difficulty wasn't meant to be there in the first place, but I never noticed until I implemented an actual death mechanic (which was right at the end).
I plan on revisiting this project later on to make it better, so again, thank you for this feedback.
The reveal of your clone at the beginning is top-notch. Reminds me a lot of those celeste sequences where badeline follows you, good stuff.
The idea is interesting as well as the concept ! It is mysterious and definitely thrilling! A suggestion for future update is a potential horror story ^^