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A jam submission

Docile CryView game page

Submitted by DocileFright — 5 hours, 18 minutes before the deadline
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Docile Cry's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Audio#63.5003.500
Visuals(Graphics)#63.8333.833
Fun#83.3333.333
Overall#93.3333.333
User Interface (UI/UX)#142.6672.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://docilefright.itch.io/docilecry/devlog/538423/docile-cry-007

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Comments

Submitted(+1)

This is a project  of a decent scale - you put so very much into this! Others already said how nice the game is and I cannot disagree. 

However, it has many ways to improve, though. First, I like to see a gamepad support, but key binding are not best in my opinion, and grappling hook is not bound at all, so I had to use a keyboard instead. Keyboard controls also are not the best for me too, but I can't clearly tell which binding would be best. I may only suggest a common gamepad bindings most platformers has: [A] for jump, [X] for attack, [B] for grapple, [Y] for interact. 

Next, it does feels like there are some issues with resetting some character states. For example, I can't attack while moving after the hitstun ends, so I am forced to wait until the character returns to Idle and only after that I will be able to use an attack. It leads to suffer many consecutive incoming hits while fighting an enemy. 

Hostile mobs often can combo to death repeating the same fast attacks, especially these toucans in melee often do so. Surely it is needed to rebalance a hitstun time for both player and enemies. 

Grappling has a lot of inertia and it is hard to land on the ground at the desired position. Gladly I figured out I can jump and move after being dragged by grappling move. 

I hope it will help and I won't receive a hate for my review looks like a bunch of negative. Others already said how nice the game is and I just don't want to repeat after others.

Keep Up the Great Work!

Developer

Thank you very much for playing and leaving feedback!

Ah my goal is to have fully mappable keys and xbox controller. At the moment gamepad is useless and misleading and I'll attempt to fix all of it when I work on the Title screen and settings menu. So sorry about that.

Which attacks did you use the most? I'm undecided whether to add more to the grounded attack or change up the logic of combat. I've run into the issue you've brought up as well.

I will be testing out attack speed and hit stun length to your suggestion. Some animals are too oppressive this early in the game.

Do you think the +1 jump solves the grappling issues? I'm adding a dash skill towards the end of the demo so I'm wondering if that would help too.

Thanks for the feedback this is a big reason I enter these jams. Thanks again!

Submitted(+1)

No problem! Will wait until the game has a proper gamepad controls, good luck with implementing that! ^^

I used the standing normal, crouching normal and jumping normal attacks. Neutral has a long startup with wide range and is good against Big-the-Cat creatures. Aerial up-slash is too hard to execute on keyboard, so i rarely used it. I can suggest to add an aerial down-slash to hit enemies underneath from above.

You can check out my game for controls and combat mechanics (please rate), it may also help. For example, Combo-to-death can be fixed by performing pushback the similar way I did in my game: it pushes away the target character and if there is a wall and no space, push the attacking character away from target instead. If it is too complicated to implement in platformer - push both characters away from each other at 0.5 of desired distance. After repeating the attack 3-4 times, it will whiff because of it becomes too far away.

Developer

Ah thanks for the information. I do have pushback on hits but not on the lower leveled animals. People keep having difficulties with the combat in general so I've been pushing back extra things (like the aerial down-slash) further in the game until I can maybe get them used to the 4 standard slashes. 

I did try your fighter out and a lot is set up pretty well! Left my feedback on your thing.

Submitted (1 edit) (+1)

That was a nice game, I really enjoyed it and liked the level progression and character development. I would have loved some explanation on some powers/abilities/skills? Also, too bad I couldn't save my progress!

Other than that, I am not sure I can really comment something else.

Developer(+1)

Thanks a bunch for playing! When you mean powers/abilities/skills do you mean the hook attacks or maybe the stat boosting skill points?

I will have to double down on finishing the inventory and main menu because only then can I reactivate the save function! Thanks for the feedback!

Submitted(+1)

I meant the stats you upgrade with each level. :-)

Submitted(+1)

Very cute and fun platformer, enjoyable game.  I didn't find an upgrade path that I loved right away, but it seemed like all the pieces were there.  I will just have to play some more to try and find a way through... Loved the enemy sprites though, funny and emotive.  Animations could be made a little bit smoother maybe but they were at least consistent so I could accept it as a style choice.  I'll have to come back and play some more but no major issues occurred in my playtest.

Developer

Thank you very much for playing and providing feedback! Upgrade path is somewhat placeholder at the moment, but I'm glad you were able to be the first to click and use it.

I'll really have to fix the visuals and animations once I finish the options! I have a hard time seeing its flaws so thanks for mentioning it.

Glad you liked the enemy sprites!