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Thanfaldur's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #2 | 4.500 | 4.500 |
Audio | #4 | 3.500 | 3.500 |
Accessibility | #10 | 3.083 | 3.083 |
Overall | #13 | 3.393 | 3.393 |
Fun | #14 | 3.167 | 3.167 |
Controls | #18 | 2.917 | 2.917 |
Originality | #24 | 3.250 | 3.250 |
Theme | #27 | 3.333 | 3.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.5.1
Wildcards Used
Boom Goes The Dynamite
Game Description
A roguelite platformer about a dwarf escaping the Vault of Thanfaldur
How does your game tie into the theme?
Thanfaldur is a platformer roguelite, whereby our dwarven hero has to escape the Vault of Thanfaldur. While you upgrade the skills of the hero you also upgrade the vault itself. For more info see the gamepage (https://evc93.itch.io/thanfaldur)
Source(s)
N/A
Discord Username
EvC93
Participation Level (GWJ Only)
1
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Comments
I'm gonna preface this by saying I didn't get to finish the game, so take any feedback with a grain of salt. Very good game! I love how this game looks, and it also sounds very nice, giving it a very dungeon-y atmosphere, which is what I'm assuming you were going for. The game was very polished and I enjoyed the game for as long as I played, but I did have a few problems:
Very good and polished game for a game jam. Great job!
Thanks so much for the comment, and the very constructive feedback :) The game is indeed quite long for a jam game, mostly since I spend a lot of time on it and overall the balancing was difficult. I also already have an update planned for after the jam.
Beyond that I also planned on making this a metroidvania instead of doing a roguelite
Thanks again for playing and hopefully you might be able to finish it in the future (either with this update or the one after the jam :D)
What a cute roguelite. Really liked how snappy the platforming felt. Very polished for a jam game.
Great job on the game! it was very polished overall, but PLEASE make the character move alongside the moving platforms, I couldn't stand using them and seeing my character being unaffected by inertia. Also the character is very heavy, if your maps were taller you would have a problem with vertical traversal, thankfully it's not. The attack speed could also be an issue depending on the types of enemies you decide to put in your game, if they moved fast, it would be pretty difficult to fight against them.
Thanks for your feedback, Yeah the moving with the platform I wanted to add. I did try but it was very buggy of how I had set things up. So I eventually decided to go with no inertia for now, due to time constraints. Hopefully I’ll be able to add it in a future update.
I also did not want to make the character very ”floaty” but the jump could have been a little bit higher (or less gravity applied on upwards movement). Have been tweaking it a lot. It’s always difficult to find the right setting that fits most people. The character does have extra gravity applied while falling. Also if you hold the jump button you jump higher (and visa versa if you release the jump button you instantly start to fall. Should probably add that to the tutorial)
For attack I think the speed is right (So far the only monster which I can not easily defeat is the mimic boss). I think where most people struggle with (also the people who playtested it for me) is that you can not move left and right while attacking. There is actually an animation cancel if you jump. But I am thinking of some options to change it after the jam:
Basically overall, as always with gamejam games, there are still a lot of things to polish :P Glad you enjoyed it though!
You actually can have two problems with your character being heavy and if your map were more vertical, the first is that it would be a hassle to navigate, since you would have to jump a lot, and it would be pretty easy to mistime your jump because of that. The second one is that, if you fall, and your character being so fast while doing so, could cause the character to get stuck between collisions while the frame is updating, and constant collision check would have an impact on performance.
I realized you could hold the jump and jump higher, but some people might not, they might be new to platformers, so it's good to inform them of that in the tutorial.
Like I said, the issue with you current attack speed is just that if you plan to add a fast enemy the player would have to time it VERY well, or just tank a hit, I actually thought it was pretty easy overall, I just had to stand still and smack the s*** out of the bosses and enemies, as the attack collider was very big, considering the animation. And YES that jump attack, I really missed it in the game. But I really enjoyed it a lot, it was very fun and I would love to see your game finished
Great Game!
Thanks, I've put a lot of time and effort into this submission. It’s a bit long but I think It turned out pretty good.