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Shadow of the Serpent Lord's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #5 | 4.138 | 4.138 |
Design | #6 | 3.759 | 3.759 |
Enjoyment | #9 | 3.724 | 3.724 |
Overall | #9 | 3.897 | 3.897 |
Presentation | #19 | 3.966 | 3.966 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Alexander Kazazis (just me)
External assets
Music by Joshua McLean & Tony Longworth; font by Hewett Tsoi
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Comments
Cool game! I enjoyed the art style, the story and the way you obtain new abilities. The controls feel good! I found the level design frustrating at times, since some jumps are hard to make and you fall quite far or die if you miss them. Also well done on making so much content!
I'm really glad you liked it. I spent pretty much an entire weekend on the character controller, so it's great to hear it felt smooth. It does have jump buffering and coyote time.
Sorry if it came out a bit too difficult. It's not easy to get that needle just right without playtesters.
Dude, difficulty level is extremely hard to get right I think. We had the same problem. As you playtest over and over you get quite good at your own game I guess. I think you did a good job!
Wow, this is an ambitious game!
Seems like a lot of content for 1 month of dev. I felt that I had died enough after getting the wings, so I didn't win. Cool setting and story, I guess some pain could have been spared by hinting at how many sigils were needed before finding out the grim truth from the green dude :D
It also took me a few too many deaths to get the sword. It felt much better after that point!
Really impressive one-man-show, well done!
Thanks for your kind words. I took a few days off work, in addition to the weekends, and really pushed myself at the end.
Calibrating difficulty is very hard when you're working alone. I inevitably got so good at the game that I probably lost perspective. :)
If you got the wings, you were about 2/3 of the way to the end. So well done!
Dude, I recognize that. It's hard even when making with friends, because you all get good, lol.
There were plenty of save points after a while though, so that was nice. And well needed :D
Alright, I will probably also go all in with vacation for some jam. So much fun!
Things I like:
Things I would do different:
Things that appear broken:
Thanks so much for trying it out and taking the time to share your impressions!
I did experiment with the ability to look down, but it looked somewhat jarring. I'll look into this again for the post-jam edition.
Coyote time actually is implemented. Perhaps it needs to be a bit longer; we'll see what the majority of players say.
I did try implementing a dynamic jump height, but I just wasn't pleased with the result.
Dash is just Left Shift. It should give you a strong propulsive force in the direction you're facing. Most useful when you've already jumped in the air. Of course, you have to unlock it first.
ah yah, to many buttons to remember… I recalled something about “in the air” so I expected to double tap jump to dash.
game would probably do well to be played on controller..
Controller is partially, but not fully supported right now. Yet another feature to look into. :)
Thanks again for checking it out!