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A jam submission

Pueblo EmergenceView game page

Follow the Kachina Wisdom, Reach the Fourth World!
Submitted by Michael Macha — 1 day, 14 hours before the deadline
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Pueblo Emergence's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#583.5693.727
Audio#1032.8723.000
Originality#1162.7852.909
Overall#1272.6242.740
Controls#1272.4372.545
Graphics#1432.5242.636
Fun#1462.0892.182
Accessibility#1472.0892.182

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
v4.3.beta1.official [a4f2ea91a]

Wildcards Used
None

Game Description
Feed your vine and escape the first world, before fire consumes it. You can die, your descendants will replace you; but ensure humanity will continue!

How does your game tie into the theme?
This is based on the folklore of Native American creation myths and traditional kachina spirits.

Source(s)
Not yet!

Discord Username(s)
michaelmacha

Participation Level (GWJ Only)
One, #69

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Comments

Submitted

A nice interpretation of the theme, the art is super cute, and I liked the music as well as learning about the Native American creation myths. Was there a way to put out the fires by delivering rain? If so I couldn't get it to work, and my world kept getting destroyed by fire. :( But I had fun trying to catch the rain and deliver it to my vine. I would have loved a bit more of a heads up of where the next rain drop was coming from as I found it pretty challenging to catch them, but maybe that was just me! Good job overall!

Developer

Oh, it's not just you, a lack of proper oomph on my visual cues was bugging me a bit toward the end too. I'm thinking about limiting the distance of the rain drop spawning from the player, if/when I come back to this.

You can't put out the fires; the first world was canonically destroyed by fire. The idea is to grow the crop enough to climb it to the breach in the sky and reach the second world before that happens. Thank you for playing, and I'm glad you liked it!

Submitted (1 edit)

Really nice concept with the theme.  The art style and the spider animations were really cool. Didnt quite understand it properly in the first few tries. It is also really hard to catch the water droplets as they are really fast with lot of rng. Would also have preffered to have a full screen option as the game area was lil small.

Developer(+1)

I'll keep that in mind if I come back to this one. My considerations on the randomness of the rain drops (which bugged me a little too) is to possibly limit how far they are spawning from the player, or increase their density and make them spawn more often, or more at a time. Arizona really doesn't get much rain, though, so I'm leaning toward the former.

Submitted(+1)

Hey, I enjoyed this one a lot! I was able to beat it around my fifth attempt. The art style is really cool and a lot of the animations look smooth (especially that spider on the wall it almost looked like it was rotoscoped in a way).

Does the fertilizer advance the vine faster than the water droplets? At some point one of my strategies was to die to the bird or rat in a safe spot away from fire once the stage got harder to navigate.

One suggestion I'd make, I felt like respawning could've used a clearer visual indication. Sometimes I'd respawn and it would take me a second to see where my guy was but it was too late and I already ran into fire or something. Maybe some type of animation or bright effect.

You did a really great job with this!

Developer(+1)

Thank you! Yes, the fertilizer gives a three second additional factor to the plant's growth. I figured that someone would realize that they had to strategically die to get the crop to grow fast enough, you just have to be sure you aren't buried in fire afterward.

The animation was one reference frame and then entirely by hand after watching a YouTube video of a walking tarantula. Kinda my thing. I'm really glad you liked it. I generally use Krita for this stuff, though there are plenty of other options.

Sorry about the lack of clarity on the respawn, it was just a question of running out of time at that point. I'm happy you had fun though!

Submitted

I really liked this concept, and it fit the theme well. I enjoyed the audio and watching the plants grow. It was unclear what the stores of water and fertilizer were doing. I felt like if the water landed on the ground plants were growing, but I was supposed to catch it? I died to too much fire. Felt like you reach a certain point and you just keep dying. 

Developer

The idea is to deliver the water to the crop plant so it will grow; it's limited because in Hopi country they only get six to ten inches of rain in the course of a year. If you die, the next generation takes over, and as a bonus you get fertilizer from the body. Once the plant is tall enough, you can climb it (up or space on keyboard) up to the breach in the sky and jump through to win.

Complicated, I know, but I have a good feeling about it. Thanks for playing, and I hope that helps!

Submitted

oo, so if you walked over to a plant with water it would consume that? I like the idea a lot and hope you continue developing!

Submitted(+1)

Pretty fun! I had a hard time catching water droplets though, seems like you have to get lucky and have one drop near your head. Fertilizer was really easy to get though... because I kept dying to the little rat creatures lol

A really neat idea though, I really like the idea of tending to the plant until you can use it to ascend. Very cool use of the theme, as well as the wildcard. Also, I really liked the animation on the Grandmother Spider sprite!

Developer(+1)

Thanks! While it was kind of an afterthought, one of my side-goals in making this was learning to manually bake navigation meshes at run time, which was what Grandmother Spider was all about. I'm learning to take advantage of the new TileMapLayer nodes.

She was fun to animate, too.

Submitted(+1)

This game took me a second to figure out, and a few tries to get anywhere close to the Second World.  I never made it, if I'm being honest, and I can boil the reason down to the water I have to catch being just too rng and hard to see.  The player being a similar color to the background was a little harsh on the eyes, but once I got going I had a lot of fun trying to outpace the fire.  I love the atmosphere of the game as well.  Thanks for the game!

Developer

You're welcome! I initially planned to add the second world (destroyed by ice) and the third world (destroyed by floods) too, but such is the nature of a monthly jam. If I come back to this one, I'm going to consider your advice on making the raindrops less random. There are a lot of ways I could address that, from making them more frequent to limiting their spawn distance from the player.