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A jam submission

Shifted SoulsView game page

Submitted by Daxter — 18 hours, 46 minutes before the deadline
Rated by 18 people so far
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Shifted Souls's itch.io page

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Game Engine / Tools
Godot

How does your game fit the theme?
Our game fits the theme "Two Points of View" by portraying the two halves of the same soul: the red soul and the blue soul. Each has unique abilities and limitations, reflecting different perspectives of the same character. Players must switch between both forms to overcome challenges, symbolizing the duality and balance between strength and agility, offense and evasion. This demonstrates how two opposing approaches are essential for progress.

Self-made & used stuff

Graphics / Art (e.g. models or textures)
Assets (e.g. free or owned)

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Comments

Submitted(+1)

Hey I love the wall climbing physics and double jump. Splitting the characters between one who is good at platforming and one for combat is an awesome idea. The dynamic music to go along with each character is also well-done, no complaints. This is an interesting choice for duality, to be certain. Reminds me of the character swapping features in platformers like Mega Man X8. 

There are bugs with the wall climbing. More I-frames and a hurt/death animation are definitely needed too. And the fireball, yes, should be faster. But there's a foundation to go off of, for sure.

The visual assets are where things get iffy. In a vacuum, the player sprites are well-done. The background is fine. The spikes are distinct. However, they clash a lot. The backgrounds look almost like an Atari game's but with parallax scrolling, while the player sprite looks like it's from a 16-bit platformer. The spikes are perhaps a bit too clean and not very pixelated.

Hitting a consistent style is hard but I believe in you to reach that point.

Submitted(+1)

Nice game i like the climbing, i did had a chuckle when i was just climbing in the air without a wall. But small bugs will occur in a game jam.

solid entry

Submitted(+1)

The gameplay is so good and the climbing system is incredible. 

Submitted(+1)

I like the design of having two characters with different abilities, one with strength in agility and the other in combat.

The fireball attack could be improved by having a faster speed than the player's walk speed, and some visual feedback that it is doing damage to the enemy, at first I thought the enemy was in an invincibility state. Other than that, the game is easy to get the hang of and has potential if you decide to continue working on it!

Submitted(+1)

I really like the duality concept here! I Think exaggerating the red girl's strengths and weaknesses will show the contrast between the two more, for example, if red girl's movement speed was REALLY slow but her attacks cover half the screen and can crush harder blocks (kinda like sonic and knuckles), I think that would be impressive. Despite the wall jumps not working here and there and the enemy design, this was a cool idea.

Submitted(+1)

cool concept, well polished and rounded. I liked playing it. 

Here some ideas  you could maybe work on:
I think the "fast" one could be a little faster or use the double jump ability for a dash would would add another layer.
I did not like how the projectiles felt. They were as fast as the "slow" guy, If they impacted I did not get feedback. A healthbar and an impact effect would improve it a lot.

I let my wife play it and she did not realize that she could not climb the blue walls which let her think it is a bug.

One thing I really want to point out because I loved it so much is that you were giving a path based on your actions. Thats a great detail which makes the game better.

Developer

Thank you very much for your comment, I will keep it in mind for future games.