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A jam submission

HeavenBoundView game page

Year 1 arcade project for Uppsala University
Submitted by TheoPaysRespect, jlglasell — 16 days, 20 hours before the deadline
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HeavenBound's itch.io page

Results

CriteriaRankScore*Raw Score
Storytelling#112.9573.097
Innovation / Experimentation#172.9883.129
Art Direction#203.2343.387
Audio#212.8342.968
Presentation (on itch.io)#212.9883.129
Overall#222.9393.078
Level Design#232.8032.935
Game Play / Game Feel#242.7722.903

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Year of education

Credits (names and roles of entire team)
Alexander Frestadius - lead playtester, level design, product owner
Josefin Glasell - lead programmer
Katalin Preszl - 2D character art
Lina Agrell - supporting programmer
Madalina Rusu - 2D background and UI art
Theo Flejmer - producer, supporting programmer
Diego Demarco - outside music designer

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Comments

This was very cute :) I appreciate that you guys acknowledge me AND Mel's Diner in the credits! The art was nice and the sounds fit very well with the game! I had a nice time playing through.

It would have been nice if an arrow or something showed me that I was actually supposed to go to the edge of the screen! It took me a few seconds to figure that out but that isn't a big issue! 

Thanks for the experience!

Developer(+1)

Thank you for playing! We're glad you enjoyed it!...and yes both you and mel's diner are very important for this project!

Developer

Bug report. 

  1. At the gate, the player falls to their death if they go to the right. 

After the event that happens, you are supposed to go to the left, which is why the right doesn't lead to a scene transition. Previously, we gated off some points in the game where the player would be able to leave the scene and fall for all eternity but missed this one as we all knew that the player was supposed to go left. We're very sorry about it!

Really engaging - that last mirror puzzle had me thinking for a couple of minutes. However, it took me a while to realise that the white spheres could be interacted with. The pause button also got in the way when I was trying to shine the light on things at the top-left part of the screen. Finally, I really enjoyed how the mechanics were used in the penultimate scene. So much so that I went through the entire game again after falling off the screen at the gates and respawning outside the camera view. 

Developer (1 edit) (+1)

Thank you for playing! We're glad you enjoyed it! Sorry about the bug at the gate, we got it reported yesterday but by that point ggc was already open so we weren't able to fix it.

I really like this concept! The aesthetic and work put into it are nice. Some of the puzzles are a bit tricky but rewarding I feel.

Developer

Thank you for playing our game! Glad you enjoyed it!

I couldn't make the first jump on the second screen. Come to that, I couldn't even figure out what the first jump was supposed to be. 

Developer (2 edits)

Thank you for playing our game! The second level is designed to each you the three main mechanics for our platforming segments:

  • invisible platforms
  • colour switches (the white-ish orbs in the air)
  • mirrors melting ice

The switches are used to find the first two platforms in the level! In hindsight, we realised that our lantern tutorial is a bit misleading when it comes to the switches, as they start off turned off rather than with a pre set colour, so it might be hard to understand that they are insteractable. We apologise for this!

I found some platforms up in the air when I shone the torch on the particle effects, but I couldn't jump anywhere near that high. I could turn them on for a short while, I just couldn't jump on them, they were waaaaay up there in the sky

(+1)

Hello.

The text was too quick for my blind eyes... sadness. :c  -(TnT)-
I like the art. Game is good.
The pause is in an uncomfortable place.

I fell of the last level 5 secs before completing the game... softlock... sad

Developer

thank you for playing our game! We're very sorry for the softlock, we never found it during playtesting