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A jam submission

Blutmond - platformer prototypeView game page

A 2D platformer prototype
Submitted by Team SunForge (@TeamSunForge) — 3 hours, 5 seconds before the deadline
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Blutmond - platformer prototype's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#342.2002.200
Design#461.6001.600
Presentation#462.0002.000
Overall#461.7251.725
Metroidvania#561.1001.100

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
GameMaker Studio 2

Team/Developer
Team Sunforge

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Comments

Submitted

This is probably the best sprite animation I've seen so far. Fluid and fun and full of character. The only thing I wished for was that the hair fell down when she was upside-down

Developer(+1)

Yeah, I actually wanted to do that but I couldn't figure out an easy way to do it with all the different angled slopes. It's definitely on the bucket list for future development though!

Submitted

Basic platforming is ok. When fast falling it's possible to go through a platform. Crawling is a shaky on corners, I have just the same issue in my game. Crawling on slopes is ok. Walking on slopes looks like walking in midair, I'd locate character a bit into the ground, so both feet stand firmly in/on the ground, not in air.

Crawling is funny, lol:)

Developer

Thanks for letting me know of the falling though platforms issue! And yeah, I am currently working on placing the character closer to the ground on slopes :) I think the new build will also help with the jittery corner crawling

Submitted

whole tutorial portion was good and very easy to understand. The sprites style was very unique

I got stuck in the top area, the crawl just glitch in the corners.  

Hope you fix that after JAM

Submitted

I don't think I can say anything that hasn't already been said, but... the character sprite is amazing and super funny, the wall crawling feels like a lot of fun. The only especially problematic parts I noticed with it were instances where you get stuck on corners trying to round the way back up, but otherwise it's pretty satisfying. You can also mitigate those a bit by doing double jumps, but obviously that's not ideal. I do agree that the character moves way too fast (and I was also a little confused when the text told me about the run button when I started in run mode).

Also fwiw, this is a pretty competent presentation for a movement test, the cheats are very nice for testing and there's a thorough amount of things to test on. Not sure if you normally do this when working on a game but it's a very solid starting point for whatever you do end up making for sure.

I really hope to see the game she's in, I imagine its going to be a lot of fun!

Developer

Hey thank you! Yeah I actually forgot to set her default state to walking instead of running so the toggle run/walk tutorial message is a bit pointless, haha. And I already know the reason the crawl struggles on some surfaces, so that should be fixed in future builds! As for the movement speed, I think I will keep it, or only slow it down a little bit, and zoom the camera out instead so that the player can see more of the space they're moving around in. Thank you for giving it a go, we appreciate your feedback a lot :)

Submitted(+1)

would love to play a 0.1.0 or even a 1.0.0 because a sprite that nice, well she deserves to be in a proper game! 

Fabulous wall crawling mechanism too! Really hope you keep this one going after the jam.

Developer

Hey thanks, I really appreciate that! And yeah, we're definitely going to continue working on this!

Submitted

I think the movement is really solid, and the crawling was fun (great sprite & animation, too), and has potential as a game mechanic! I was messing around with going out of crawl, jumping to another wall, then back into crawl and that kind of stuff. Of course there would also need to be limits on it, because right now you can just crawl everywhere :D But what those limits are could be an interesting design space to explore!

The camera seems to be a bit too zoomed in so I can't always tell where I'm going and the jump was a bit fast (high jump + strong gravity), maybe less gravity would feel better? Or zoomed out + faster move speed with the current settings? not sure, depends on the kind of game you are going for of course...

But overall a good start if you want to build on this further!

Developer(+1)

Hey, thank you for your feedback! Yeah there are definitely more mechanics planned, once I have enemies the crawl is meant to be interrupted upon taking damage. An I ended up zooming the camera out, since it makes sense to do it based on everyone's thoughts. I think the gravity/fall speed needs adjusted too so I will be tweaking that as well.

Submitted (1 edit)

Dynamic camera makes you see less in the direction you are going in + when you fall your character can get out of sight, which feels wrong (oh, and camera is zoomed in too much imo). Crawling state makes you smaller, allowes you to climb walls and does not affect speed, so there is no reason to getting out of it (unless you add some enemies or hazards so player can not stick to walls 90% of the time). I have to say though, controls felt smooth and crawling around denying gravity was pretty fun.

(sorry for broken english)

Submitted

Laughed at the crawling animation, I didn't expect that. The wall-crawling is off to a good start, but it makes the character go in weird angles and I was also stuck at a corner at the top left.

Running should also be slower or the camera should be further away.

I can see this becoming an actual game later!

Developer

Thanks for the feedback! So the camera is too zoomed in, gotcha. I will take that into consideration! And yeah, I am still working on fine-tuning some angle shenanigans on corner edge cases. Thanks for letting me know of the getting stuck issue, and for giving it a go!

Submitted

I played around with your test room. I really dig the wall crawling ability. I think the run speed is a little too fast and the gravity is a bit high. I also think coyote jumping would definitely be a nice addition as well. If fast movement is what you're aiming for, as a player, I would miss edges easily and having a brief moment to jump afterwards would be a godsend.

I'm also sorry to hear that life got in the way of development. I definitely think you should continue working on this game or at least finish and refine all the movement mechanics for your next entry. I can tell that a future submission would do really well.

I look forward to your next entry!

Developer

Hey thanks a bunch! Yeah, coyote time is something my brother also suggested, and it's already on the to-do list. I will take a note on the running and falling speed, though! Thanks for playing :)

Submitted

No problem! It's always helpful to get feedback and I try to leave detailed feedback where I can.

Developer

Unfortunately due to life circumstances, we were unable to deliver more than a platformer prototype, of a character jumping around in a test room. However, we intend to continue refining the gameplay, so we would greatly appreciate it if you ran around the test room and let us know what you thought!