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A jam submission

The CullingView game page

We must destroy the corruption inside our God.
Submitted by HeroRobb — 9 hours, 51 minutes before the deadline
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The Culling's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#114.0594.059
Audio#133.4123.412
Fun#133.6183.618
Overall#223.3923.392
Theme#253.6473.647
Graphics#402.8532.853
Controls#412.7652.765

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.2.2

Source
Yeah

Game Description
We breathe what our God gives us. We eat what our God brings us. We kill what our God fights.

Discord Username
Hero Robb

Participation Level (GWJ)
This is the first time I've participated in the Godot Wild Jam.

Jam Time!
This is not my first game jam, but it's the first I've finished.

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Comments

Viewing comments 29 to 21 of 29 · Next page · Last page
Submitted

Very cool game! I loved the progression of the story, and the puzzles felt really tight and well-designed although I got stumped pretty quickly. As others have mentioned, it would be nice to have the ability to hold down keys to move a bit faster. Great work all around (all the grid-based movement felt very familiar ;) )

I liked the idea of a sokoban with some twists and the story. I would have fined the game better with smaller levels and being able to hold down a key to keep going in some direction.

Submitted

I enjoyed the puzzles.  I also like the easy reset.  The constant movement of the art and the story make it seem absorbing and nice.  My only suggestion is to enable long press, long movement (I have a clicky keyboard and it's a lot of clicking haha).  Perhaps with a delay or a "dash" key so someone doesn't accidentally move too far.

Submitted(+1)

I really liked the design of some of your puzzles; they seem to have been really well thought out and you introduce some fun variety. The art style is quite unique and interesting (especially the pulsing, pink walls) of the level.

Developer(+1)

Thank you very much! I am really bad at visual art, so I'm pretty happy with how the graphics look in general. I think they could be much better, but it was the best I could do. For the level design of the puzzles, I just knew what mechanics I wanted to introduce in each level, then randomly threw walls and the objects I wanted for that mechanic down in arbitrary places, and then played the level over and over, starting over the whole level design from nothing if I didn't like it or tweaking it little by little over and over again if I thought it had potential until I ended up with a level I liked haha.

Submitted(+1)

I liked the Baba is You visual style. I feel like the game would be easier to master but no less of a challenge if you could repeat movements without having to press the key each time you wanted to move.

Developer(+1)

Thank you for the play. I did want to restructure the movement code before submitting, but I was so tired and needed to sleep lol. I plan on changing it and some other minor things after the jam.

Submitted(+1)

Great concept and nice dialog system. I really love the music, well done.

Feels nice to play a different type of game rather than the similar rotatory planet games.

Developer(+1)

Thanks a bunch. Tbh I was surprised at the amount of rotating planet platformers. I literally didn't even think of that idea for the theme haha.

Submitted(+1)

I enjoy the story (which is something seldom get to say about puzzle games). It's also rare for a turn based puzzle game has some reaction time elements.

What I miss most is a way to undo a single turn at the time, though I can understand why that might be tricky to implement.

The levels are quite large. Because of this I'd prefer holding the arrow keys to move the character several times.

All in all, good stuff!

Developer(+1)

Thanks a bunch! I have very very mixed feelings about implementing an undo mechanic, but I do plan to restructure the motion code after the jam to make it less frustrating.

Submitted(+1)

Interesting, I like that the card breakable terrain was used in puzzle form, super clever.  Fun play!

Developer

I actually had the name and the breakable walls in my plans before I thought about adding the wildcards, but I nearly forgot to add it in lol.

Submitted(+1)

I came; I saw; I puzzled. Then I became new management!

The tone and overall subject matter was very intriguing to me. I absolutely enjoyed the puzzles. I spent more time than I care to admit figuring them out. Which is a good thing! Plus the way you tied them in with the enemies. Great design work.

As others have said the controls could use some work, but hey it got the job done. Holding to move is only part of the key here, for puzzles like these you need some sort of delay when pushing an object so you don't accidentally over-push. I think Zelda does it best in this regard.

Great entry, I enjoyed it!

Developer

Thanks, minic-h, New Management. I'm glad the story and puzzle mechanics worked for you. I have a few ideas for restructuring the movement code, so we'll see how it turns out in a future update.

Viewing comments 29 to 21 of 29 · Next page · Last page