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Aggregate's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #32 | 3.068 | 3.172 |
Gameplay | #42 | 2.568 | 2.655 |
Overall | #55 | 2.568 | 2.655 |
Graphics and Sound | #87 | 2.068 | 2.138 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Source code
https://github.com/ivancek/GodotCommunityGameJam
First Godot game
No
You already had experience with Godot
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Comments
Good start! I included it in my Godot Community Jam compilation video series, if you’d like to take a look. :)
Too bad it's short, but concept is most important and it works, I hope for more!
Awesome idea! I want to play more lvls. :)
Really nice idea, I think that it can evolve into a very cool game, the mechanics are nice! It can even be educational :)
Great concept for the theme! I could see this being a great idea for a full-fledged platformer, where you have to keep changing states to get through the various puzzles. I'd like to see some way to constrain when/where you can change states, i.e. move to the fire to become vapor, etc.
I hope you keep working on it!
Given the time constraints you mentioned it's a good prototype already, and a good game idea. If you decide to continue working on it it could become an interesting Gish-like puzzle platformer.
Thanks! I will consider continuing development. There's a potential for a lot of game-play elements.
Thanks!
A nice concept fully implemented. Given you only had one day, i would say it had a perfect scope. Some sound effects would have made it more responsive I think.
Thanks. I agree about the sounds. Can you recommend a good (preferably free) sound bank?
I just use the popular ones - http://freesound.org and http://freemusicarchive.org/
They take some digging but I don't know better sources.
Really good concept, But It ends after I touch godot, Is that intentional? I wish it had more levels.
The controls didn't feel that good either.
Thanks. Yes, one level is intentional. I didn't have the time. Only had Saturday to develop, the rest of the weekend was busy with family events. Also, I focused more on code, rather than gameplay/ux