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Alligator Knight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #22 | 4.167 | 4.167 |
Audio | #23 | 3.833 | 3.833 |
Overall | #31 | 3.844 | 3.844 |
Authenticity (or, Creativity in use of resolution) | #42 | 4.125 | 4.125 |
Gameplay | #74 | 3.250 | 3.250 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
None
Lessons
I learned that leaving 80% of the work till the last day is not very fun.
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Comments
Loved the vibes of this one! Having to switch between different mechanics added to the difficulty, but it was pretty fun!
This was really solid! I loved the atmosphere. Wading through poison muck with this plodding, solemn music. I also loved all the dialogue and how characterful the various passersby were.
The constant poison damage puts a real pressure for you to move forward, but combined with the finite number of healing herbs (per life) I found that it was pretty easy to just get ground down if you had a bad run and died. I particularly ran into this in Stilt Town, where I basically had 2 flowers to navigate most of the swamp...
Still, a very nice execution on a sort of minimal souls-like, hitting all the atmospheric and tonal qualities as well as the gameplay.
What a nice surprise, I really enjoyed exploring and SAVING this swamp (you're welcome...)... the atmosphere fits well with the chosen game especially the music and the graphic choices... I really like this rendering. The little image when you chat with the inhabitants are very successful the pixel art is cool. The small problem for me is the handling a little stiff in the movements, but I'm nitpicking a little... I had a great time.
The art style in the game really had me hooked, it’s incredibly well-crafted. The fact that all of this was created within the 64x64 restriction is simply mind-boggling. The attention to detail and creativity you managed to achieve in such a limited canvas is impressive. It truly enhances the overall experience. Excellent work!
The atmosphere and brilliant use of the limit palette make this an absolutely must play entry in the jam. Loved the character portraits when you speak to them and how well the level designed seemed to flow. I never felt lost and always seemed to be going towards a new checkpoint. Loved it.
Impressive! I really like the judicious use of color here. Creates a great spooky mood.
Oh, I like the mood of the game! Great entry!
I was playing Dark Souls earlier and think I've had enough of poison swamps for one day! :D
Loved the art style, especially the big gator checkpoints, love what you've done with such a limited colour palette. The characters you can talk to throughout the swamp were awesome and creepy too.
I really like the visuals and general vibe of the game. It reminds me of classic Zelda mixed with Dark Souls. The game world was fun to explore & filled with interesting characters. The world is very maze-like, but I didn't have much trouble finding my way. Adding more landmarks could help improve the world design even further. I liked that the attacks feel like they have weight. Balancing wise, I think the Player's Hurtbox should be reduced in size a bit because, I would enter a room & immediately get hit by an enemy.
I adore the visuals here, the limited palette makes the contrast colors really pop to fantastic effect.
I'm not certain it was the *intended* path but I managed to heal through a couple long "step in bad" corridors and eventually found the final objective and saved the swamp. I feel as though I might've skipped the purpose for the flame, but you can't argue with results! (Okay, okay, you can, and I feel I might've broken sequence, oops.)
It was a bit confusing at first and the controlsc/ollisions felt a bit clunky. But it was overall an awesome little game with a really dope design! I really liked the atmosphere of it!
Thanks for playing! I actually submitted the wrong file, but have since updated it with the correct one, it's a massive improvement from the version your played.