Play game
Very Ominous InDividual's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #60 | 3.000 | 3.000 |
Theme | #75 | 3.385 | 3.385 |
Originality | #89 | 3.231 | 3.231 |
Graphics | #122 | 2.846 | 2.846 |
Overall | #128 | 2.670 | 2.670 |
Audio | #148 | 2.077 | 2.077 |
Fun | #152 | 2.231 | 2.231 |
Controls | #168 | 1.923 | 1.923 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.2
Wildcards Used
Give me a minute, Memory Lane
Game Description
A voidling tries to return to the void, while avoiding begin burned by light
How does your game tie into the theme?
The main character is from the void, and has to avoid light to survive
Source(s)
https://github.com/Ikkisoad/very-ominous-individual
Discord Username(s)
Ikkisoad
Participation Level (GWJ Only)
3
Leave a comment
Log in with itch.io to leave a comment.
Comments
the concept is here! and the shadows and art is really cool. keep iterating these for the fun gameplay and you'll have something incredible in no time :D
The controls are horrible, and we have to wait once in a hole to die...
The sound is not here, so we lost a lot.
I would recommend you looking out for jump buffers and input buffers in general, as for better controls and a good responsiveness.
The originality of the game is here, just lacking the good platformers movements !
I would recommend spending more time play testing your game before coding more.
Thanks for the game, and I hope you'll take the time to try mine too :)
Though the concept seems pretty good, the controls felt quite janky and the game isn't running very well on my end. I think other comments have explained it well, it'd definitely be better to get rid of the jump cooldown, have the dash cooldown be way shorter and work a bit more on the box grabbing. I also fell a lot in some of the early pits that were (I assume) impossible to get out of, and I'd have to wait for the light to kill me every time. I suggest making it possible to jump out of them, or just putting some big spikes for a quick death.
Despite all that, I can see there was effort put into it and the concept is well thought out!
thumbs up :)
👍
Some very cool mechanics here. I need to echo the frustration with the jump cool down. It feels like such a staple of movement it was jarring at first. I did get into a rhythm soon enough though, and exploring was fun. The game ran a little poorly for me, but that may be a me issue. All in all i enjoyed my time with it, thanks!
There are about 8 scenes for the "stages" and I only kept one loaded or two loaded only when transitioning between the scenes. But I've never implemented loading so I might not have done it the proper way.
I have never attempted loading myself, so maybe? My computer has been having some random issues too, so it may have been me.
The concept was cool. I can tell you put a lot of time into this. I liked having to hide from the lights as that can really led to some great game mechanics.
That being said, I had frustration with the cooldowns. I know the game wildcard was to use cooldowns a lot but I almost think maybe you should scrap that for jump as it can lead to a lot of frustrating scenarios where the input will not respond to the player. Also, differentiating between the different cooldowns will help the player know what they can use and when.
And finally, please make the boxes weigh more or not respond the players movement. I finally got the boxes into position only to tap them and have them go flying in some parts.
Great job! Keep up the good work.
Even I found it hard to put the boxes on top of the buttons but for some reason I ignored that 😅
Haha no problem. I have the same issue with my game. Everyone is commenting that the pickups were hard to catch and I was the same way. I guess when you get in the zone it's hard to notice all the small things! We will keep up the good work though! =)
The movement felt a little clunky, but I thought the overall concept was really neat.