Play The door
The door's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #20 | 3.375 | 3.375 |
Audio | #25 | 2.750 | 2.750 |
Accessibility | #31 | 2.438 | 2.438 |
Controls | #35 | 2.688 | 2.688 |
Overall | #36 | 2.589 | 2.589 |
Fun | #36 | 2.563 | 2.563 |
Theme | #39 | 2.188 | 2.188 |
Originality | #41 | 2.125 | 2.125 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.0.1
Wildcards Used
N/A
Game Description
Its a simpel platformer with some simpel combat
How does your game tie into the theme?
There is a door. And the knowlage of what is behind that door is lost.
Source(s)
N/A
Discord Username(s)
proNoob
Participation Level (GWJ Only)
1
My game has an export for Linux, Windows, & Mac and/or is playable through HTML5
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Comments
This is a neat looking game.
One thing I would do is have some wind up to the attacks, something to let the player know it’s coming. I just keep getting instantly leaped at and hurt, which isn’t super fun.
The art is great, and the combat is satisfying when I actually do hit something (I am bad at games)
Well done!
Sadly when you don't have a QWERTY keyboard, not usind arrows for directions or not having a feature to rebind keys makes it very hard to play :D It seemed fun though :3 I wanted to know what was behind that door XD
Loved the retro feel with both the art and the audio. The animations for attacking were nice and the enemies had good variety. Sadly I decided to just jump over everything as the combat for killing enemies didn't seem worth the trade off. Overall was a nice experience and level design was well done!
Hi MaxScore,
Congrats on your entry, this was a fun platformer game overall. :)
From the player's perspective I've tried to fight the green enemies at first but ended taking a lot of damage from their leap attacks. After a while, I figured the game is much easier if you don't attack at all. I was able to go through the game quicker this way.
I think the game has some problems with pacing - enemies attack very suddenly, usually in games enemies tell you when they're about to attack before they do, but here it's a bit too sudden. Also, i would improve the characters' physics in general, a lot of the jumps feel a bit unfair and i can't really tell what i'm doing wrong for the jump to not work properly.
A really solid little platformer! The "striped" style is pretty cool. Slimes have never seemed so terrifying though. :D
I really wish the sword had a bigger hitbox as I ended up writing it off as completely useless because the slimes have so much combat capability than our poor knight. I ended up avoiding them, or juking them into spikes as that seemed to be more viable than hitting them with the dang sword. Kudos to you for making that possible!
I appreciated the coyote time as it saved me on many occasions. The movement mechanics in general felt really good. When it comes to platformers nothing could be more important!
Maybe this was just me having a braindead moment, but after I got the first key half I couldn't tell where to go next and ended up going back a couple of times thinking I had to return it to "home". I died about three times before realizing I could go right.
That last level meanwhile was absolutely brutal, being so long and with no checkpoints. By the end it was starting to feel like "getting over it with MaxScore". The little twist ending was cute though!
Nice work with the game. Platformers are not something I typically play so I struggled with this. I found the controls a bit awkward too, where everything was mostly set for the left hand. I would have liked to have some alternative controls like arrow keys. Adding keybinds is a lot of effort but sometimes worth it. I wasn't a fan of only having so much energy to attack with as well, it made it really difficult. I am glad there were some checkpoints though.