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The Culling's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #11 | 4.059 | 4.059 |
Audio | #13 | 3.412 | 3.412 |
Fun | #13 | 3.618 | 3.618 |
Overall | #22 | 3.392 | 3.392 |
Theme | #25 | 3.647 | 3.647 |
Graphics | #40 | 2.853 | 2.853 |
Controls | #41 | 2.765 | 2.765 |
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
Really interesting game dude! I like the mechanics its really fun to play!!
Thanks very much for giving a play!
God sure needs lots of skin replacement!
Loved how the game made me more aware of my own cells... (in a weird kind of way)
I greatly enjoyed how you introduced more and more variety to the game, while keeping it so strongly connected with the Theme!
Congratulations for completing the Jam!
Thanks a bunch! It legitimately means a lot to me that it had that kind of effect on someone. I had a group of little quotes and things that I was using for inspiration to write it and one of them was a lyric from Danny Schmidt "We think too big. We think our self is one whole thing and we claim that this collection has a name and is a being but deep inside when every cell divides well, it sets upon the rule that states self-interest is divine"
I had 2 or 3 more levels planned, each introducing a new mechanic but I had stayed up so long working on this I just had to submit it so I could sleep. Looking at it now, I think that it's better as a whole without those levels and the story is even more vague and open to interpretation this way, but I really like cryptic narratives.
I love the theme and how insignificantly tiny I feel!
I've recently been playing Baba is You so this game felt right at home for me with thought-provoking box puzzles, haha!
As a couple others have mentioned, the only real changes I'd want to see made is the ability to move faster over long distances and an undo button would be a pleasant perk to have, although I think faster movement would offset it if it couldn't be implemented, because it'd be easier to get back to where you are.
Maybe a possible solution could be to allow continuous movement unless you're in the vicinity of an enemy or pushable object, where the movement becomes more controlled like it is now?
Thank you very much! I'm still pretty undecided about putting in an undo button. I feel like I'd need an in-universe, diegetic reason for it. I am still unhappy about the "press r to restart the level" text, but I didn't know how else to explain it.
"Management: PRESS THE R BUTTON TO BE DIVINELY REBORN INTO A TIME WHERE YOUR MISTAKES HAVEN'T HAPPENED YET.
Little Gray Worker Blob: ...wtf is a button?"
I was thinking maybe changing it so if a movement key is held down, then it starts moving you slowly like currently, but speeds up after 2 or 3 tiles. Does that seem better?
That's a good point, yes, I hadn't thought of it that way.
I'm all for breaking the fourth-wall, but I can appreciate that you'd want to portray the information in a relevant manner.
If this management gave me the power to rewind time or ability to revert mistakes they know will happen, I'd be verrry wary, haha.
Is it generosity or do they want you to feel like those assists won't help you...?
That certainly sounds like a potential improvement, then if you have to restart and you already know a route for where to push things, you can get back to where you were quite rapidly.
It's a nice game! The puzzles were really challenging . Though the movement kindda bothered me a bit. Especially when it comes to bigger spaces, it became a bit tedious to move from one place to another.
I totally agree. I wanted to restructure the controls and squash some of the bugs like characters sometimes forgetting your name, but I had a playable, beatable game and desperately needed to sleep so I submitted it. I'll probably update and fix those things after a week or so of rest, maybe or maybe not do a rebalancing of difficulty. Did anything in particular about the puzzles seem unfair or too hard?
Not that I know of. Maybe the 3rd level? It had a huge difficulty spike compared to the rest of the levels. That took a long time for me to solve hahaha
I like it. I love how the game's aesthetic, the theme, and the gameplay match together very well.
Thanks a bunch! I am not very good with visual art, so I tried to keep the sprites' sizes predominately 8x8 when I made them, which left less room for screwing up too badly and (I hope) adds to the semi-abstract, surreal feel.
I love me some good writing. It's hard to find the right balance between no story and way too much exposition, but I think you found that balance. Some interesting mechanics, like with the lasery people forcing you to be more mindful of your moves through them.
Might want to consider making it easier to move long distances without having to continually press the arrow key -- continuous movement when holding down an arrow key would be nice.
Thank you very much for the kind words.
I agree about the movement, I wanted to restructure the controls and squash some of the bugs like characters sometimes forgetting your name, but I had a playable, beatable game and desperately needed to sleep so I submitted it. I'll probably update and fix those things after a week or so of rest, maybe or maybe not do a rebalancing of difficulty.
Oh what I would do for an undo button haha! Fun puzzles! Liked the setting and aesthetics too.
Yeah, when I was testing the levels there were a bunch of times where I pushed some debris somewhere and instantly realized that I had put the level in an unwinnable state lol. Some of my friends suggested an undo button, as well. I'm sort of torn on whether or not to add it in the future.
I like the visual style, and the constant motion of everything in the game. The story was compelling. The main downside is that I'm terrible at puzzle games, so I could only make it so far before I got stuck (and consequently didn't get to see through to the end of the story). Fun experience anyway! :-)
Yeah, I popped the difficulty down several times during development cause I figured it's obviously gonna be harder for people other than me because they don't already know the solutions. All of my friends who playtested the newer versions said it was very difficult. Idk, maybe I should make it easier going forward from this. After my long break, of course. I need to fix my sleep schedule after working on this.
Okay,
First, thanks for this experience, I can feel the passion put into this project.
I first thought it was a bad sokoban clone. And in a sense it was a sokoban game in its gameplay. But the message delivered through the story is what kept me playing till the end and I'm glad I did. The game suffers from not smooth enough controls, but the overall creation was truely enjoyable. THe way the gameplay fits the story and message so well is what made the game a complete piece of media. A little bit more of polish and I would be glad to share this game to teach about the concepts it touches upon.
Glad I played this, good job ;)
I wanted to restructure the controls and some of the bugs like characters sometimes forgetting your name, but I had a playable, beatable game and desperately needed to sleep so I submitted it. I'll work on fixing some of that stuff after I take a weeklong break. I've never actually played Sokoban, so I just looked it up and it surely does have the same core gameplay. Thanks for playing.
I hope it was clear that I really liked playing at the game, the underlaying message and the overall experience 🙂
Yeah, no worries. Even if you hated it, I try not to take things personally especially since this is a time sensitive game jam project.