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A jam submission

SunflaredView game page

Precision action game inspired by Pong
Submitted by mardenn — 12 hours, 56 minutes before the deadline
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Sunflared's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#44.1254.125
Overall#83.8753.875
Aesthetic#114.0004.000
Playability#193.5003.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

This is a very solid prototype so props on that. I like the art and concept and had a good time playing.  I liked how challenging it was at first when I didn't know about the teleporting and was mainly chasing the ball around. After I went back and actually read the instructions for teleporting to the ball it sort of took the adventure out of the game. I think that the ball maybe has too much freedom for example if I hit it at the right angles, I could possibly skip through the entire level without running into any mobs, which takes the excitement/dangerous feeling away of running from the mobs. Overall, really good love the art and feel of the game, overall had me engaged and excited to keep playing till the end. Cant wait to see the final product.

Developer(+1)

Thank you! Yup, I'll definitely look into the teleport and tweaking the gameplay experience. I'll also work more on enemy and level design so that skipping is harder to do and becomes more of an intentional choice by the player.

Submitted(+1)

I just played this to the end, pretty solid. I was pretty frustrated in the beginning but there were a few moments where I started getting it and it felt good.

Some feedback:

- the range on the push feels really short, especially since the ball's deflection angle can change so dramatically when it gets near your center point

- speaking of which, I was never quite sure entirely what the ball was using as my center point, was it the center of my character or his feet (I know it's a sun sphere, but I couldn't help but think of it as a soccer ball)

- I started using the teleport towards the end and while it's useful, it kind of removes the difficulty from the game and kills all momentum. A suggestion off the top of my head, instead of a teleport, give the player an ability that draws the ball back towards them (it could start slowly but as the player holds it down it could gain momentum). This way the player can still get the ball to them but they still need to be moving.


Keep it up, I'm looking forward to seeing your progress on the production build!

Developer

Really appreciate the feedback! The ball should be using the center of the character as the center point, but I'll make sure to check on that again. I'll try to improve the range and feel of pushing the ball also. Great idea! I'll definitely be thinking through how to improve or change the teleport (and dash).

(+1)

I feel like the range from which the player can push the sun should be increased, it felt like I was doing a little too much chasing. Also, having to move the sun from room to room is very frustrating, especially if its hard to see the hallway you have to aim for through the fog. Maybe add the ability to hold the sun if it stays still for a certain amount of time. The combat feels unique and the aesthtics are good.

Developer

Thanks for the feedback! I'll think about adding some player range for the push and a hold/follow for the sun to make it easier to move from room to room.

Submitted(+1)

Dang, realy like this prototype!
I just feel that the stamina doesn't seems that impactful, specialy since dashing feels outclased by teleporting in most situations.

Developer(+1)

Thanks! Yeah teleporting does feel better in a lot more situations. I'm going to keep experimenting with enemy and level design to see if dashing is still needed in the new situations that will come up.