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A jam submission

June's TaleView game page

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June's Tale's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#852.1213.000
Design#882.1213.000
Metroidvania#921.9452.750
Overall#952.0772.938
Presentation#1042.1213.000

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Dream Tycoon Games

External assets
POLYGON Dungeons Map, POLYGON Knights, POLYGON Dungeons - Low Poly 3D Art by Synty

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Comments

Submitted(+1)

So I first started the older version which felt very incomplete.

Second one was better with music and the logo working etc.

One thing that instantly killed me was that I jump by RELEASING space. This us odd... I do see that she jumps higher after holding it down a bit, but it felt much smoother jumping around in the first version.

You should try enabling anti-aliasing! It would instantly make the game look twice as good. 

Nice particles for the spell, juicy stuff.

A level design thing: having spikes under a platform that cannot be seen from a jump off point is not very kind to the player. 

It's nice that you added coyote time, that's always a platformer-killer for me when it's missing :)

Never figured out how to get passed the stone knight...

Next time, ensure you get some sound effects into the game to give some feedback on the actions the player is doing. They can be crappy but will still make it feel much much more satisfying running around and shooting stuff.

Keep it up!

Submitted

A good start for an action platformer! The controls are quite responsive, movement is fast (but not too fast), the attack cooldown is nice and fast (but, again, not too fast). Lovely environments.

Here are a few suggestions:

1.  If there was audio, it wasn't working for me. If you didn't implement any audio, consider that a little effort in this area goes a long way toward increasing immersion.

2. The player character kind of slowed down when falling next to a cliff. You may want to add a Zero Friction material to the Rigidbody.

3. There needs to be an indication of the player's health on the HUD. 

4. I came across what looked like a boss, but it was totally inactive. If this is intentional (because the boss hasn't been activated yet), it would be appropriate to signal this clearly (e.g., by the character making an observation). 

5. I picked up a couple of vials, but there was no indication of what they did. Powerups should clearly indicate their function.

Developer (1 edit) (+1)

Hello! Thanks for giving our game a try and a great feedback.

We just uploaded a new version with some of your feedbacks in it! Would be great to see how further te experience has improved, and your feedback will once again be very much appreciated.

We will definitely b playing your game now that we did the last screaming changes :D

Thanks once again!

Submitted

Nice! Definitely moving in the right direction. 

Does June have a story that we might want to hear about?