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Hallows Night's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #3 | 4.611 | 4.611 |
Fun | #6 | 3.889 | 3.889 |
Audio | #8 | 3.667 | 3.667 |
Overall | #12 | 3.627 | 3.627 |
Controls | #14 | 3.611 | 3.611 |
Accessibility | #23 | 3.000 | 3.000 |
Originality | #49 | 3.222 | 3.222 |
Theme | #58 | 3.389 | 3.389 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.5
Wildcards Used
Autum/Falls
Game Description
2D platformer inspired by celeste/hollow knight
How does your game tie into the theme?
It's the night of harvest where pumpkins are brought in, only this little guy is breaking free
Source(s)
NA
Discord Username(s)
mz_eth
Participation Level (GWJ Only)
this is my 4th
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Comments
The ambience was set really well and the game is really cool, but I felt that the wall sliding should've been automatic. If I'm on a wall, then it should automatically slide, instead of having to press A|D plus space. A few times, the controls jammed up, esp. at the start. I would have to refresh because I would get stuck on the right side of the truck.
The graphics were phenomenal, but other aspects of the game hurt it a bit. Great entry!
huh? I'm not sure I understand the wall slide thing, maybe a bug, but from my side I jump to a wall and the character plays the sliding sprite, you're gravity is slowed and you are considered "on the wall". Any chance you can go into more detail? Also thank you so much for the nice words!
***edit***
oh I think I know what you're saying, I let you release a or d to fall fast. I feel like that's standard for platformers? maybe I'm super wrong, my bad
Yea maybe something wrong on my side, but if I am sliding on the wall and let go of the keys, I think the fall may be too fast. I felt like the wall sliding stopped completely when the keys were released, and sometimes made me fall to a prior area. Then the prior area checkpoint re-activated, and I had to redo the entire thing again ahah. I didn't know you coded it like that, it felt more like if you don't press A|D you won't be able to wall climb at all, and the requirement of pressing/or holding on to an extra key during a difficult jump adds yet another layer of difficulty. The way Mario does it, if I remember correctly, is you can release it, but you will still be sliding slowly. In this game, if you let go you fall back down pretty fast.
Looks and feels great, but it's hella hard for a bad platform gamer like me.
thanks, yeah I know I gotta stop making hard games for game jams. It’s a chronic issue for me
The web version is not working (black screen). For your information I am using Brave.
Visually the game looks great, the controls were something to get used to but I got a handle of after a bit. Does it follow the theme of Harvest? Technically? And yeah Spooky Scary Skeletons covers as the soundtrack :'D what to say, it made it a memorable experience I suppose?
Again, a wonderful entry in every aspect. Beautiful art, animations, music, sound effects together make great atmosphere.
Very good, tight platformer controller. Although difficulty ramps up suddenly after wall jump is unlocked, I managed to get through the game as a semi-experienced platformer player.
The laser effects are stunning. I would love to know how you did it. And also the afterimage on 2nd jump - just wonderful.
Seriously incredible results on your games with only a year of coding experience. I hope to see more games from you in the future.
Stay hopeful :)
Nice game it is fun!
Nice game! The artwork is amazing and the controls feel natural. The only thing that bugged me was music but overall nice job!
Very cool game. The art is really pretty and I like the level mechanics. I feel like the player should fall a little slower.
Fantastic Job!
Really cool game! The art is amazing, but I think you need to rework the controls because they feel a bit janky. I think adding coyote time would go a long way. Or maybe I’m just bad at the game lol.
thanks I think? I wish I had a little more time, definitely would have loved to test and adjust things like coyote timing and jump buffering. Learning the side scroller stuff took longer than I though. My first half of the week was a lot of going through tutorials, but I’m happy I did. It’s nice to learn new stuff