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the last afterhour - party under the cemetery's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #3 | 3.656 | 3.656 |
Theme | #12 | 4.063 | 4.063 |
Audio | #22 | 3.438 | 3.438 |
Overall | #22 | 3.384 | 3.384 |
Controls | #28 | 3.219 | 3.219 |
Graphics | #32 | 3.438 | 3.438 |
Originality | #38 | 3.281 | 3.281 |
Fun | #52 | 2.594 | 2.594 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.4.4
Wildcards Used
n/a
Game Description
something weird is going on under the cemetery, and you're about to go down there and find out!
How does your game tie into the theme?
the game is situated underground, under the graveyard where you've lived and worked for a long time!
Source(s)
n/a
Discord Username
philou#2555
Participation Level (GWJ Only)
three
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Comments
Wowza! This is really pretty, especially that opening above-round scene. I really loved the lighting.
Great work!
thanks a lot! :)
Procedural Spook Simulator !
Friendly critters and Awesome party : 5/7 IGN.
thank you! :)
Nice one! Great use of light, and the super spooky vibe. I like how its non-violent and chill, despite the darker theme. And procedural generation rarely ever gets finished in a jam, so congrats on that!
aw, thank you! making a no-battle game was on my objectives list from the start, and i'm glad you appreciated that!
oh and while you're here, i'll add that i'd been meaning to start using git, and found your little series on that from 2020, and it's super helpful! so, thanks for that, too! :)
> i'll add that i'd been meaning to start using git, and found your little series on that from 2020, and it's super helpful! so, thanks for that, too! :)
Awesome! Glad you found it useful :-)
I really like a lot about this one. The initial scene is super unique with the lighting effect. Then the dynamic lighting below ground is really well done. The "NPCs rehearsing their lines" bit made me laugh!
I did get confused because I remapped the controls before playing, but the prompts in the game were still the original controls. Hopefully a minor fix.
Nice work on another submission!
thanks for playing, and for your words! the prompts were indeed one of these things that fell in the "oh yeah i need to change that before release oh no damn i won't have time before the deadline".. :P
Good job!
thank you! :)
Wasn't sure what to do with the worm and the ghost and got stuck. Nice procgen!
thanks!
if you'd like a hint:
you first need to talk to the worm, then the ghost, then the ghoul, and then back to the worm, and then you can use the stairs.Another entry with really great ambience. There's a fun dissonance between the presentation and the quirky, charming writing of the NPCs. Unfortunately, the procgen level design worked against me here; the exits on levels 3 and 4 were almost immediately next to the start of the level, so I went straight from level 2 to level 5, where a ghoul told me "there's no more game here!".
thanks for playing, and for your feedback! i definitely should've blocked the stairs on level 3 to make it clearer to the player that this was not the way towards the end of the game. (there's one other npc on level 3 that allows to get to the party room, but hiding it at the end of some far-off corridor definitely wasn't my best game-making decision, haha!)
Hey I liked the funky atomsphere and cool getting the procedural generation working
Do you have any resources you'd reccomend for that? or learnings you could share?
thanks for the comment! :)
for the proc-gen, i watched some youtube tutorials that came up when searching for "godot procedural generation". the "walker" approach felt interesting for what i had in mind, and then i ended up sort of creating my own, wonky, janky thing.
clearly not the most efficient way, but what i did: each room is an instance of its own, room template scene (which has its own tilemap, with floor and walls and doors (hidden by default). i then have a map scene, with its own tilemap, but this one is never displayed, it just serves to keep track of where rooms are. the code then generates "room 0", looks for the four potential movement directions to see if the path is open, choses one randomly, adds a room there, and connects the two rooms together. you then repeat the same process from that new room, and so on. i had a path_length variable that allowed to control how many rooms i wanted per level, in total, and then, some rooms could become an "end of corridor" room, and it restarted from the first "room 0", to have separate branches.
or something along those lines... haha.
Thanks for the detailed reply - I'll be looking into to using that for a future game :)
Lol, this game looks like it was probably a lot of fun to make! I really liked the lighting used in the initial scene of the graveyard. Didn't feel too long or too short, and I made it to the end and shut that party down!
If I were to give any pointers on things that could be improved, only one thing really comes to mind. The cardinal directions for the arrows seemed to be even in all directions. But when using an isometric environment, you actually move faster left and right than you do up and down. That's the sort of perspective that isometric environments try to emulate. I'm not sure what the exact math would be, but if you were to make the up and down movement speed 50% of the left and right movement speed it would likely give a more natural feel to the movement.
Either way, nicely done! Proc-gen is no easy task! Thanks for participating Philou! ^^
aww, D4yz! that feedback means a lot, thank you so much! i'll definitely play around with that movement adjustment idea, it actually makes a lot of sense! <3
...also, fyi: i ran out of time, but i initially meant to have alternate endings, depending on your game-ending decision. so, instead, have this "party-pooper ending achievement". :)
I love the music and atmosphere underground. Spent way too long finding the flashlight at first though... I definitely got lost underground and didn't know where to go. Enjoyed the 'NPCs rehearsing their lines' loading bark and chatting with the cockroaches and the headless guy haha
hah, yeah! i ended up spending way too long figuring out how to make the procedural generation do what i wanted, but then i ran out of time to make the actual levels a tad easier to navigate. oops! glad you still had some fun with it! :)
Awesome game, very fun and exciting to play. It fits the theme very well and I have lots of fun playing it!
thanks! glad you enjoyed it! :)
Cute little game ! Good job on the procedural generation. At first I was afraid that I'll get frustrated by the dead ends but in the end (lol) it was nicely balanced.
And of course ghost and ghoul are the perfect couple !
thank you, that's nice to read! really looking forward to try yours, probably tomorrow after work! :)
Really cool and unique project. Had an interesting story and some nice humor. I liked the music and ambience as well. Congrats on your goal to create something procedural.
thanks a lot! i had to scope back down a bit during the week, but i'm happy with the result! thanks for your feedback! :)
Dude, i managed to complete your game without any kind of frustratuion.
Nice atmosphere, i like it.
Ghouls, worms and other gross stuff, nice party on last floor, right?
thanks for playing, and glad you liked it! :)
Nice little game, really love the look and music! I do wish there were some more interesting and fun interactions.
thanks! out of curiosity:did you reach the party room?
Actually no, I didn’t! The floors looked emptier around 5-7 and there was that guy that insisted there was nothing further down, and it didn’t feel like I was getting any closer. I’ll give it another shot in a while and try to get down all the way :)
hint:
on level 3, when that headless character warns you that there's nothing further down, it's true. there's something else to be done on that level.Is floor 2, room 11 (ghost) the furthest you can go? Good game feel. Unless I missed a door to go further and complete the story line, the experience doesn't feel complete. Definitely solid mechanics in play as well as cohesive art/music.
the room number wasn't supposed to be on screen, it should be fixed now, so thanks for that! :P
and without spoiling too much: on the second level, there is definitely another creature that you should interact with that allows to continue!