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Douceur Kay's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #46 | 3.636 | 3.636 |
Audio | #50 | 3.182 | 3.182 |
Theme | #55 | 3.818 | 3.818 |
Originality | #57 | 3.545 | 3.545 |
Overall | #72 | 3.117 | 3.117 |
Fun | #88 | 2.727 | 2.727 |
Accessibilty | #105 | 2.364 | 2.364 |
Controls | #114 | 2.545 | 2.545 |
Ranked from 11 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
What the Duck
Game Description
Dimension switching puzzle/platformer
How does your game tie into the theme?
There is a dark and light dimension.
Source(s)
N/A
Discord Username(s)
bigmond, speedyeyeball, kingofcapitalism, theheff01, yuxxxi
Participation Level (GWJ Only)
2
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Comments
Very interesting concept with some interesting puzzles! I really liked the audio difference between the 2 dimensions. I couldn't figure out the room with the purple barrels, was there a way to solve it without guessing the doors?
I had a ton of difficulty after the first bend in the vent. The walking speed was too fast for me to be able to control the character as finely as the jumps required.
pretty cool! i was immediately drawn to your game by the creepy low poly jester in the thumbnail. i liked the graphics a lot, what shaders did you use? unfortunately i got stuck in some geometry in the room with all the pots and had to quit. i wish there was a pause menu or at least some other way to for the player to regain mouse control.
there are some really solid ideas here tho! it's TOUGH trying to coordinate between 5 people especially as beginners (i would know), so don't feel too bad if the product didn't quite come out the way you hoped. yeah a more experienced solo dev might be able to do something similar in a few days, but there's literally no need to judge yourselves on that standard lol. just because you have 5 people doesn't mean you can make something 5 times faster. keep up the good work.
Hi, it's nice to get someone recognising the extra issues with organising a team. I appreciate that a lot. We are all game dev students and team projects are mandatory, this is our way to smoothe out team dynamics. Also all of us are new to Godot.
Unforunately the pots have been a recurring problem what's rather frustrating is I tested that part quite a lot. But then made a small edit to the character collider, hence the issue.
One of the fun and challenging things about the game jam is cutting those corners and having limited time. Great learning experience.
Thanks for playing
of course! the issue with the pots might be solved if you make some simpler collision shapes. honestly if you have a big complicated bunch of polygons like that it's better for performance to simplify their collision shapes as well. i probably would've just put a big box over all the pots lol.
That's a good shout.
My original plan was to allow the player to knock over and break individual pots but since it was Sunday already I realised that was far too ambitious.
I probably could have made the stack a single mesh too.
They caused so many problems in testing. Although it was quite funny. First time I set them up I put the rigidbody and mesh in the wrong place in the hierarchy and the models stayed in place but the rigidbody fell on the floor. After I enabled collision boxes in debug settings it was quite funny seeing hundreds of them all on the floor but invisible to the player.
After almost 15mins of trying to pass the stupid parkour at the beginning I decided that I won't rate this game. I was unable to pass the second jump after the first corner. Very frustrating.
Few notes:
- the mouse speed was just bad ... not being able to change the camera speed is a sin, I could barely use the mouse
- the movement was, I would say, a bit too fast and not easy to control
- the jumping didn't feel comfortable
This is a good moment to discuss some of the things we left off the feature list and other plans for the game and how we approached things.
Mouse sensitivity is a fair comment. Adding controls for that was discussed. But it's a game jam not a AAA game. We had higher priorities. It will be in the DX version we planned for after this.
My mouse is set to 2850 dpi and I also found it a bit high the first time on that level. It was double what it's set to now. I'm guessing you also have a high dpi mouse, mine goes up to 8000 and that was certainly not playable.
We also discussed adding some disappearing panels inside the vent that would make it easier. Again that was left off for time in favour of more important features.
I do think that the difficulty scaling could do with tweaking. Level 1 would benefit from some more time to learn the mechanics and get comfortable before adding a hard jump.
That said I think most of our team are dark souls fans and are of the view that as the industry trends towards easier games we have lost something of value that makes games so enjoyable and memorable.
A note to future players. The game has controller support and the control stick settings are much more forgiving.
Your comments have been shared withh our team, thank you for taking the time to play. I do hope you consider trying with controller.
I just tried with a controller and it's also very bad. The walking is very fast like on keyboard but looking is now super slow. On mouse you rotate very fast, on controller you look very slow. I tried setting my mouse to absolutely slowest mode (Razer DeathAdder V2 Mini). I already use it on one of the slower modes by default. I was able to reach the second level. There was the jumping from the hole. That was another breaking point where I decided to stop playing.
Dark Souls is really challenging game but you still feel like you have your character under control. The jumping feels way too "floaty" and sometimes didn't react properly, walking kinda slides, mouse is limited to what user can set on their mouse, and so on. As a concept it is good but in the first 2 levels I saw a work for one person that can be done in 3 days. You were a team of five (by JAM page) and even thought the game looks interesting and has good music, it feels like an early prototype.
I don't mean to sound rude or throwing your game or your team under the bus but I really tried to play this game and I feel fairly disappointed. Hope the post-JAM version is going to be more playable. Good luck guys.
the platforming at the start wasn't really all that difficult but regardless, no reason to be rude
Not rude. Honest review. The parkour at the beginning did not bring anything useful to the gameplay. I already explained more in the deeper comments.
Really spooky ! I'm not a fan of the mouvement though ... it feels too slidy. Maybe try to crank up the friction !
I love the changing level design and had to pick up my jaw after the ending. One thing though - you can get stuck on the towers build from the pot plants.
Very well done, I love the creepy mood, and good 3D platformer mechanics.
Love the scary atmosphere! Nice job!
I love the vibe and the concept a lot!