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A jam submission

AkioView game page

Submitted by edforx (@edforx), David Caldarella, iDLE LUKE (@iDLELUK), Mariaat — 2 minutes, 30 seconds before the deadline
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Akio's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#54.3534.353
Fun#103.6473.647
Audio#123.6473.647
Overall#133.4713.471
Originality#243.4713.471
Controls#263.2943.294
Accessibility#422.7062.706
Theme#463.1763.176

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
Godot_v3.2.3

Wildcards Used
N/A

Game Description
An unfinished game due to the tough deadlines

Source
unsure

Discord Username
mary8, dcal5, LUCAS, vortexofdeduction, eddie

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Comments

Submitted

Very nice jam entry! My main issue was that I sometimes felt out of control. In particular the double jump sometimes didn't work (or it registered the second jump as soon as I left the ground, not sure). Automatically dashing after killing an enemy is nice, but it probably shouldn't throw you off the platform you're standing on :) I was right at the end sign when I killed an enemy there and the teleport threw me all the way down.
Also the Godot logo showed up several time, I assume it's placeholder that you didn't have time to finish - or was that a bug?

Submitted(+1)

The graphics are super cool, they look great. I do wish the background had some parallax to it, but even without that, the game felt great!
I would have liked some sort of minimap or something along those lines to keep track of my progress and the points I need to return to, but that's a small complaint.
Really awesome project, great work!

Developer

Thank you for the feedback. A minimap seems as an awesome idea. Will have it in mind.

Submitted(+1)

I like the samurai sprite and animation and the way you embed hints into the game seamlessly. After polishing some parts of the game it would definitely be a masterpiece!

Developer

Thank you for the encouraging words! We will rush some stuff in order to have a playable short demo ASAP.

Submitted(+1)

Hello, the idea was very interesting and the graphics are cool, the music really complete the gameplay, unfortunately, I wasn't able to complete the game because I got a bug on the dash part (I don't know exactly how I accomplished it, but I cancelled the Dash and then was unable to move, and when I tried to restart I was just moving upward. The double jump also sometimes doesn't work properly (Maybe a timer to do the second jump after the first could help, as it seems to be a double press cause). Over all, it's a great submission and an enjoyable game, congratulations!!

Developer(+1)

Thanks for the feedback, Pedro. Yes, there are many bugs due to the short time but we will make some major updates soon.

Submitted(+1)

This is an enjoyable little platformer with some very nice power-ups! I really liked the rain effect! Not sure if it served a mechanical purpose, but it added a nice little environmental extra that I appreciated. As for some of my other observations…

  1. The enemies don’t feel overly contained. I get a “Mario” enemy style from them, if that they’re left to wander and bounce off obstacles (such as walls), but, there’s not much containing them, so, they can fall off ledges and, more to the point, cluster all together after having all fallen to the bottom-most level. This is an issue as many times it almost felt like my entire path was wall to wall enemies. My thoughts here would be, either lock the enemy’s movement to a very contained area (from center can move left 100px and right 100px, as an example), block them in by walls (and give the player incentive to go INTO that area and risk the enemy), or, have pits at the bottom of the level that not only kills the player (resetting them), but does the same for enemies as well, helping to reduce the bunching… or a mix of all ideas.

  2. Made a bit more obvious from the first issue, the player has no period of invincibility when hurt. This is becomes an issue if the player falls into the gaggle of bunched up enemies as the player will have virtually no time to escape before they die. Even as little as half a second of invincibility would be enough to allow the player time to escape the dire circumstances.

  3. Not sure if this happened to any other players, but, once I had double jump, the game would often trigger a double jump on, what felt to me, like only a single key press. I’ll be honest, even a simple mechanic like this is tricky to get just right.

  4. I saw that you said you only had the last day to get the level together, and I’ve totally been there (in fact, even with my game, I only got the level together on the last day, and it shows). That said, I wasn’t always sure where I was supposed to go. I did find the end, so, I guess I figured it out, but it was all just luck… and I never found the sword :(

Over all, I think with just a few fixes in a couple places, you have a very solid platformer! Well done!!!

Developer (1 edit)

Thank you for the feedback and for the streamed gameplay. Happy that you enjoyed it. Initially, the game idea was a combo-based hack 'n slash stealth game. The double jump and invincibility bugs are due to that fact. I rushed some trainwreck code in the last days in order to make something that represents a playable game. After the first idea was canceled, we thought a RPG-based game with stats and due to that the enemies would have free movement without falling off the level and they would eventually respawn, but the time was too little for the scope of our ideas. BTW, the sword was just underneath the checkpoint in the cave :D

Submitted(+1)

Really cool style. I got the time slowing powerup, went into time slow mode, got out of it somehow and then couldn’t move or do anything. I’m sad I didn’t get to finish.

Once the bugs are worked out, it will be a solid little game.

Developer

Thank you for your feedback. I'm really sorry for the bad experience. There are many bugs which will be fixed after the jam ends.

Submitted(+1)

The animations are really cool, the music gives a great vibe to the game, the dash was kinda weird to control but I had a good time playing, congrats!!

Developer

Thank you for the feedback! Glad you liked it.

Submitted(+1)

It's a pretty fun game with some nice visuals and music. It would have been nice to have some signs explaining some of the powerups that went unexplained.

Developer

Thanks for the feedback! I've forgot to add some of the signs. They're explained in the games page and will be added after the jam ends.

Submitted(+1)

The game had a really unique art style and also the music for the game was very fitting 

The game reminds me of shovel knight and games like that

The jump is a bit weird and could have more gravity on it but larger jump height

there was a few bugs but you said you were working with a tough deadline 

overall solid submission

Developer (1 edit)

Thank you for your feedback. I'm glad you liked it. There are a lot of improvements and fixes waiting the jam to finish.

Submitted(+1)

Interesting game, only unfortunately there are (like you're pointing out) some bugs in the game - I had to stop late in the game when pressing "R" would just launch me higher up into the air and I couldn't come back down. But it's a lot of fun, good job!

Developer

Thank you for your feedback. Unfortunately, there are too many bugs and missing signs. I've updated the instructions on the itch.io page to clear some things ups.

Submitted(+1)

I tried on firefox and edge (windows), but could not move at all... Is there a windows build to try out? Visuals are great so I wanted to try it out :D

Developer

Sorry to hear about that. When I get home after work, I will make sure to upload a windows version just for you.

Developer

Hello again, I've just uploaded the game just for you. The windows executable version of the game is available at: edforx.itch.io/akio-win-version.

The password is SnoozeTime

Submitted

Thanks ! I could play it. Really liked the art and the music. Especially the sky. I was a bit sad to leave all the enemies alone when looking for the sword though. Good game !

Developer

The sword is under the checkpoint in the cave. Sorry for the bad level design, it's because I had very short time to make it. I've updated the instructions in the itch.io page. I'm thinking to add some destructible boxes which you cannot pass if you don't have the sword.

Submitted(+1)

Really neat!  took me way too long to realize one of the powers I had collected was a double jump.  love the visuals, great eye for colour.

Developer(+1)

Glad you liked it. Yea, I forgot to put a sign there.

(+1)

Lovely art style, but couldn't figure out the controls.  I got that arrow keys moved around, but couldn't jump or attack.

Developer(+1)

Hello, glad you liked the art style.

left right arrow keys to move,
z/w/y - skill
x - jump
c - attack
R - to respawn

You can follow through the signs in game. Not all actions are unlocked at first.