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A jam submission

Unfinished Mioritic AdventureView game page

Godot wild jam #70 entry
Submitted by nemo9955 — 1 day, 8 hours before the deadline
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Unfinished Mioritic Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Controls#1402.2452.750
Graphics#1542.3472.875
Theme#1592.3472.875
Accessibility#1631.8372.250
Fun#1681.7352.125
Overall#1741.9102.339
Originality#1831.8372.250
Audio#1861.0211.250

Ranked from 8 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
Transfer Takeover

Game Description
You will spawn on the map as one of the implemented creatures from Romanian folklore. Explore the world to unlock all the collectibles and reach the end-game zone to finish the game. Depending on character you will have strengths and weaknesses so some map areas might not be reachable depending on the controlled entity and other zones might be reachable only by one or 2 of the characters.

How does your game tie into the theme?
The playable characters are from traditional romaininan stories and the locations are inspired by popular places in Romainia.

Source(s)
no

Discord Username(s)
nemo9955

Participation Level (GWJ Only)
0

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Comments

Submitted(+1)

To be honest there's not a whole lot for me to say here.  Everything I experienced in the game seemed to work just fine, but none of it was particularly compelling.  The lack of audio made for a fairly flat experience, even just a bgm track would have made a huge difference.   The platforming itself felt alright, but I honestly only went through one character as I found myself drifting mentally while looking for the last coins (I think, I couldn't tell without a coin counter).  
As far as a game jam game goes, it's not bad at all.  Just seems like you might want to scope your ideas down a bit in the future and concentrate on getting just a single mechanic looking, feeling, and sounding solid before expanding.  I got the feeling a bunch of the map was drawn before mechanics were quite working, and then the ideas those mechanics were based off of were abandoned as the deadline approached (I assume the chests were supposed to open, etc).  The nature of game jams is to abandon ideas as the deadline rears its head, but you really want to nail that one mechanic down, make it feel juicy, and then build out from there to keep people playing.  
All said, you finished the jam with a playable little platformer, and gave us all a little game to enjoy.  Thanks for making us a game!

Submitted

The platformer controls work good. No problem with floating jump or similar. I missed some narrative story WHY at WHAT happens. (Update: after reading the design document it answers some questions :-) 

The vampire that could change to a bat was cool, but I found this out only by chance.

After I hit the ghost with the vampire character the game crashed. :-(

Developer

Thank you, spent quite some time on the controls to make at least those decent.

Was the crash when you attacked as a bat ? I had some random crashes then, but could not identify them in time :(

Submitted

The platforming works really well, I managed to walk around the level without missing jumps and without getting stuck anywhere which is great considering the layout is quite vertical.

Fighting seems difficult though. It's not very obvious when our character loses hp. A small animation, or camera shake, or visual effect would be helpful, as well as seeing clearly where the damage comes from. Sound effects would be great for that too!
Because the enemies seemingly attack instantly and without warning, taking damage seems to be unavoidable in order to get in range to hit them.

Wishing you the best on your gamedev journey!

Developer

There is a small "angry" GFX when you take damage but i agree, a lot more polish could have helped.

The first attack of the enemy is instant, but then is a cooler and the player can spam attack, the idea was to make it "easy" for the player to die in order to make switching characters fell need, because that was the intended way to finish the game.

Will definitely lower the scope of the game in order to add more polish next time :D

Submitted(+1)

I found the premise interesting. I like the idea of having different characters that have strengths and weaknesses that allow you to progress in the game. Reminds me a bit of trine in that sense. 

Developer

Good catch with Trine, played the first 2 a long time ago and might be the inspiration subconsciously but forgot about the series.

Definitely would have been something similar, in the original idea you could not "finish" the game with only one character because some collectibles would be hidden behind obstacles only 1-2 characters could access so you needed to switch monsters, and the peasants where meant to be an Easter egg not the starting characters ... oh well.

Submitted(+1)

The game premise sounds really interesting, and there are a lot of cool ideas listed in your design doc! Unfortunately it looks like you weren't able to get to most of it.

When I played I was unable to spawn in as any different creatures, I just spawned as a man with a few different shirt colors, and I didn't notice any difference in gameplay. It would be cool if we could pick between what we play as! The game also seems to crash anytime you die.

I would say the idea has promise and I like how you took inspiration from the theme.

Developer

Hello, thank you for playing the game and reading the GDD and for leaving the review :)

Yes, we did not get the time to make a proper map and implement the random spawn and playtest, so we just used a debugg functionality to startas the first child object in the editor and just play as a peasant in a village.

We did manage to implement the different characters, and you can play as them only if they kill you, so going to the left you can let the ghost kill the peasant and you will control the ghost, to the right there is the werewolf and Nord in the castle the vampire.

They have different control characteristics, and we prepared the different collisions, but we did not have time to make a proper map, so no real way to show that off.

Also, left from dev time are the 1..9 keys that just switch to that index of the character to playtest to easily try it out.