I have never been a fan of platform games, but this game's art has amazed me! I think this demo has shown me unlimited potentials and shocked me to see how you guys can achieve so much within such short time! The creativity of the gravity and metamorphosis spells are really fun to play with, given that the devs have given the players leeway to solve the puzzle with their own unique ways. If there is anything else to add, perhaps further instructions and more bug-fixing. Great jobs guys and I really can't wait to see how you might polish this piece or create something else incredible!
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Lost Chapters's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #1101 | 3.824 | 3.824 |
Overall | #3563 | 2.863 | 2.863 |
Creativity | #4917 | 2.529 | 2.529 |
Enjoyment | #4987 | 2.235 | 2.235 |
Ranked from 17 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?
This time, we’ve chosen to create a platformer game inspired by Hollow Knight. The core mechanic of our game is platform jumping, where players need to overcome challenges by acquiring new abilities. Based on the theme of “built to scale,” our design concept involves gradually increasing the complexity of the levels and mechanics, allowing players to master new skills and challenges as they progress deeper into the game. This design concept is reflected in several aspects. First, at the beginning of the game, players can only explore a small area, but as the game progresses and new abilities are acquired, they unlock new regions. In this demo, we’ve designed abilities such as creating terrain, altering gravity, and transforming into a cat to gain speed and a smaller form. These abilities unlock new areas, enabling players to explore deeper and more complex environments. The map itself is designed in a “built to scale” manner, with early areas being smaller and relatively simple, but as the game progresses, the regions become more expansive, and the platforming challenges become more difficult. Secondly, we’ve considered the connectivity of different areas in the design. As the game progresses, players will discover that the connections between areas become more complex. Early explored areas may open up more pathways or shortcuts with new abilities, making the world feel ever-expanding. Additionally, the stacking of skills and mechanics requires players to think about how to combine them effectively. The abilities that players gain in the game aren’t isolated but gradually stack and complement each other. For example, the terrain creation skill that players acquire early on can be combined with the later gravity-altering skill to unlock more difficult jumping puzzles. This design encourages players to re-examine previously explored areas as they become more familiar with new abilities, using these new skills to discover hidden secrets or shortcuts. We’ve also implemented a Charms system: a skill management system in the game that allows players to customize their abilities according to their style and needs. As the game progresses, players can unlock more charm slots and more powerful skills, encouraging them to experiment with new combinations. This flexible ability combination design encourages players to approach challenges in different ways. In our level design, we’ve carefully considered the order in which players obtain abilities and how to balance their progression through the designed levels with the skills they carry. Moreover, we want players to experience progressively challenging environments, where environmental puzzles become increasingly complex. Early puzzles are relatively straightforward, while later ones may combine multiple skills and require quick reflexes. For example, in the later areas, players might encounter complex challenges that require precise jumping, timed dashes, and even the use of environmental traps. Finally, we hope players can experience a layered narrative and exploration. The story is gradually revealed as players explore the game world. The game’s narrative follows a “built to scale” approach, where the story isn’t revealed all at once but gradually through exploration, dialogue with NPCs, and small details hidden in the world. Players need to take time to explore and understand the game’s world, piecing together the full story over time. These design elements come together to form our concept for this year’s GMTK.
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