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A jam submission

Saviour SelfView game page

Looks like its up to you to escape and gain your freedom!
Submitted by Kogsey, ShadowsInMordor — 1 hour, 53 minutes before the deadline
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Saviour Self's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#24073.1673.167
Enjoyment#33962.5562.556
Overall#37552.6302.630
Creativity#52842.1672.167

Ranked from 18 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?
The typical hero that is supposed to save the princess cannot jump, the princess must `Saviour Self`

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

Submitted

Nice ambiance.  I like the heroine and how she had that princess peach dress floating feature.

Please try my game if you get a chance!

Submitted

I'm impressed by the lighting. The game was pretty cool too. The jumping (floating down) had a big super mario bros 2 feeling to it.

Submitted

Nice pixel art! Some of the movement mechanics could use tweaking, but I had a good time nonetheless.

Nice game, but I must say the text walls contrasted wrongly with the nice pixel art. Also, the level is pretty confusing, you are not told where to go. Plus it has a bug where if you quickly double jump you jump insanely high. The level wasn't all that challenging, with a bit of pacience it can easily be beaten. There are other bad things, but it really isn't a bad game, it did reel me in and once I was in I didn't want to quit once.

Submitted(+1)

The game has a nice vibe to it... I like the pixel art, and the lighting effects! The movement needs some tuning though. The level design is quite challenging, one wrong move and it's back down the dungeon! Good job on a charming game! :D  

Developer(+1)

Thankyou so much, Mel made pretty much all the art and that pretty stuff so I'll make sure she sees this

Submitted(+1)

I like the mechanic of slow gliding. The lighting and atmosphere are pretty good too. That said, I'm not a fan of platformers that punish you for falling and sending you to the beginning. The platforms also don't add velocity for the player.

Developer

No the platforms do not work :( That was running out of time tbh, couldn't get it to work without being top tier Jank, I'd like to fix the falling thing with checkpoints and something like spikes, thankyou for the feedback

Submitted(+1)

Okay, I had to quit early because that camera is genuinely hard to handle, it creates this weird mix of motion sickness and headaches lol. I'm not even sure what it is, some kind of pixel perfect snapping with... enormous pixels? I don't know, but it's pretty rough. 


The mechanics are similarly... sudden. And the idea is a bit boring, it feels like the very first idea that came into everyone's head, and it doesn't really do the theme justice. We struggled with that as well, as it's very easy to run into the trap where you think you hit the theme by just playing someone else. But I don't think that was the idea. 


I don't want to be too harsh, because I saw some potential there, but the camera just absolutely killed me, I can't play this for longer, sorry :<

Developer

Damn sorry you weren't a fan, tbh I hadn't even noticed the pixel snap I might've set some settings up a tad wrong. I can understand the idea beng a little basic, ideas under pressure is not my strong point but I did like it anyway. Could I get a little detail on what made the mechanics feel sudden? Were they just boring? Not enough variety? Didn't fit the game world theme? Don't worry about being harsh, I appreciate the feedback ❤

Submitted

I'm not entirely sure how to describe it, it's probably not the mechanics alone but the combination with the camera. You just press a button and suddenly the entire screen just seemingly snaps to some place, it feels pretty abrupt and, well, sudden. Snappy movement is good, but there needs to be some kind of smoothing mechanic on top of it. Could be as simple as a smoothed (or even mostly static) camera. Not sure, needs some experimenting, I suppose.

(+1)

I enjoyed the clever ways in which a singular enemy type was reused to create various different challenges to overcome. 

The core platforming mechanics were in need of some tuning though, the camera failed to look ahead in the direction of travel to give some much needed telegraphing to what was upcoming especially when falling. The Jumping is floaty which might be intentional due to the dress flaring up but it broken as you can rapidly tap it when on the ground to jump 3/4x the normal jump height - this did save some backtracking when falling through the level though.

The level design was interesting but undone by the jumping bug. I appreciated that falling down in certain sections would result in a loss of progress rather than out right death but this was a source of tedium later into the level. A simple checkpoint system might have provided some relief from the frustration.

Overall though, this was a good platforming experience build in a very short time. It had some interesting moments of pacing given the restrained use of only a few core mechanics and some creative obstacle design. I would have appreciated the theme been applied in a more tangible way other than via a superficial framing device.

Developer(+1)

Thankyou for playing and giving some feedback it is appreciated. We're probably going to patch up the roughness (like the jump bug) of it and throw up a V2. adding look ahead to the camera is pretty high on that list, I'd probably also add at least one checkpoint ~halfway through the level as well