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Skull Cave Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #7 | 3.136 | 3.222 |
Gameplay | #9 | 2.379 | 2.444 |
Graphics | #9 | 2.812 | 2.889 |
Story | #10 | 1.622 | 1.667 |
Engagement & General | #10 | 2.487 | 2.556 |
Overall | #10 | 2.487 | 2.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Saffron Games
External assets
Public domain sprites
Reference info
Erukolindo#1104
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Comments
The story is alright and the gameplay is a good concept with so-so execution. If you're going to require these amounts of precision from my fingers you must stop making me play a concurrent game of "keyboard Twister" with my hand, and require less precision early on. In my two plays so far I've given up partway through just because I couldn't make the jump with sufficient precision. In the second case I was doing better, but I think the walljump upgrade actually made the jump I gave up on *more* difficult.
The music and graphics weren't bad but the music felt a little unfitting--almost more like an old spacey MOD than a cave-exploration jam.
This is a really good idea and fairly engaging for what it is. It actually feels good to get right! But the execution still comes off a little trolly and it's unclear if that's what you mean to do. My recommendation is to either fix that (if it's not intended) or if it is intended, balance your troll vs. fun ratio a little more in favor of fun, and I think you'll have something really promising instead of something neat but kind of annoying.
Cute game. I enjoyed the mechanic. I think keep tinkering with it and you will have something creative, fun and original. Good choice of soundtrack. I thought it was cool. Would love to see enemies added to this game or a new game spun off of the climbing mechanic. It’s an intriguing one to me.
I didn't really enjoy the core mechanic (climbing walls with punches). It was too hard to get used to & rarely worked the way I wanted or expected it to. It might have some potential, but I wasn't really interested in playing more the way it is now. I also appeared to be stuck with no way to escape at the end like someone else mentioned. The graphics & music were decent & it was nice to see a mini-map. Good luck working on the game in the future!
its kinda like a rhythm game if you think about it
liked the moment you realise how to climb
the punch just felt a bit unresponsive
it can be frustrating to time the punches and fall a distance
like how it tracks your progress
really dig unique ideas like this
The game mechanic was interesting. I got stuck several times and had to restart and did figure out how to climb more than one block, but couldn't turn fast enough and strike when a block is above my head. I wanted to explore more, so I kept trying different things.
It would be interesting to see if you could incorporate the hit-to-climb mechanic into a method to take out enemies, like maybe you have to hit a wall so you can jump on their heads.
Nice work on a unique concept.
Thanks for the feedback. If I had time to implement any enemies, I would certainly try to find a way to incorporate the climbing mechanic into combat.
The places where you can't climb because of a block above your head were meant to be overcome with the boots upgrade, but it ended up not working quite as intended, so due to time constraints I decided to leave it as it is. It's still possible to get past obstacles with it, but much more difficult than I wanted it to be.
Wait, so there's no jump right? Haha, I am pretty sure that was the point of the game? But it was a little confusing at first.
I think that the controls could be improved a little by simply separating the action and the movement so that you can use two hands to play, it was hard to coordinate jumping and turning, etc while playing with only one hand. But I like the idea of using your attack to perform the different abilities!
I also really liked the map and game progress screens - that was a nice touch!
Yeah, I had the idea of a game where you can climb but not jump for a while and decided to finally try it out.
If I had more time, I'd give the player an option to remap controls. But I spent the last 18 hours of the game jam frantically wrapping everything up to make it feel like a playable metroidvania.
Which is also the reason why the progress screen was there - unlike boss battles, it was a measure of progress I was able to implement in the last 2 hours.
Yeah, I hear ya about the time - I know everyone probably had to throw ideas to the cutting room floor so we could just finish something! Great job though, the execution seems promising for sure!
Cool prototype for an interesting game mechanic! I was able to get the climb tool and the sword. After that I pretty much got stuck in a hole that I wasn't able to get out of. I like the general look and feel of the game. Keep up the work!
I didn't have time to test it properly, so it's possible that you can get locked in some places. Refreshing the page should put you back at the start without resetting the upgrades if you want to try another path.