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A jam submission

Eternal Flame [Post JAM version]View game page

3D Metroidvania with unique Platformer Gameplay and an Open Ended Map
Submitted by Guateke — 4 hours, 3 minutes before the deadline
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Play Game for Windows

Eternal Flame [Post JAM version]'s itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#133.6003.600
Overall#223.1753.175
Enjoyment#233.1003.100
Sensory#243.1503.150
Execution#282.8502.850

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
GUATEKE

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Comments

Submitted(+1)

Hello!

I was a nice game all around, congratulations. It is ambitious, it was solid, and as other said, it just need polish in some key aspects to improve it greatly. Keep the good work!

Try to find the sequence break in our game :D

Developer

Thanks for the feedback! We’re glad you liked it ;)

Submitted(+1)

Hope this helps!

Developer(+1)

Sure it will! We’ll take a look to it these days! 

Thanks for making it and fir the feedback ;)

Submitted(+1)

Seeing an emergent studio tackling such a challenging first project is always inspiring!

The platforming aspect was nice for the most part. I personally liked the ability to chain both the regular dash and the dash attack during the same jump. Wall running was intuitive to perform, but it would have been nicer to execute it on every surface and not just a set of predefined ones, as I think it would have enabled more freedom of exploration. Wall jumping was okay-ish, but I could never get it to work consistently and got very frustrated each time I was required to use it. Lastly, as others have already said, you should definitely add some coyote time to the jumps.

Camera didn’t feel that good honestly. Aside from the constant stuttering, depending on the angle it would also make a subtle up and down motion when running, which I found very annoying. Another much needed improvement would be to have the camera move ahead of the player when moving laterally instead of lagging behind so as to provide more visibility in the direction of movement. Also, the ceiling in a few rooms was too low and I feel this worked against the camera, as it would quickly zoom in towards the player and confuse me.

The enemy models were very nice, just as the player character and much of the environment, but as far as combat goes, they were just too slow and tanky to be fun to fight. After killing the first couple of enemies in the starting area, I basically skipped all of them. The player attacks could benefit from better feedback, both from a visual and audio standpoint.

Despite how it may seem, I can’t say I didn’t enjoy playing this. I imagine you’ll want to kickstart your professional career with this game or maybe another future project, so I felt the need to provide as much feedback as I possibly could to help you improve. It’s a very decent start and I really hope you get to achieve much success in the gaming industry!

Developer(+1)

Hey Remisse! Wow, these kind of feedback messages are pure gold for us, as we're starting the journey of game development!

Thanks for taking the time and point out all the aspects you thought could be improved.  We've mentioned in other messages and actually added into the game's page, but we're working on a post jam version of the game right now. Definitely adding coyote jump, and fixing a couple of bugs and issues we've found thanks to the community's feedback.

This is jus the beginning! Thanks for playing ;)

Submitted

The complete lack of a coyote jump, as well as the janky ledge grabbing, shoddy collision, and... enemies(?) made this a confusing, frustrating, but ultimately satisfying experience. As far as I can tell, I explored everywhere, and I found ways to clip through gates, jump around where I wasn't supposed to, and had a lot of fun doing so. That said, coyote jump, and more polish generally, would go a long way.

Developer

Hi SolarPellets, thanks for your feedback.

We're working on a Post Jam version of the game that will fix most of the game's actual issues and add some improvements!

Thanks for playing anyways and we're glad you had fun ;)

Submitted(+1)

Wow, this is really good! I don't normally try a lot of 3D ones but this one is great, so good job!

Developer

Thank you so much!

Submitted (1 edit) (+1)

I really loved the first playthrough of the game, despite its flaws, little bugs here and there and the combat (which i skipped completely after seeing how it is with the first two enemies), it was a fun and challenging platforming experience. But then you had to tease me with your time and i am too competitive to reject the challenge. I had fun trying to speedrun this game, but also a LOT of frustration, i had never wished for coyote time more in my life, and kept finding bugs that got in the way of the run, especially the inconsistent jump velocities and dash distances and the wall jumping/running not working sometimes as expected, so i would say every aspect of the character movement needs more polishing. the wall spikes were also a little frustrating, cuz you die just by touching them instead of just when they slam. Also the senstivity for mouse was really high, my hand hurts.

Anyway i wouldn't have spent so much time with this game if i didn't enjoy it so good job to the team. here's my best time. 13min

Developer

Hey Boqui, first pf all; freaking 13 min?! OMG that’s insane you really blew our minds! congrats!

Thank you so much for playing, your review and feedback are very important for us <3

We’re defintely checking out all the mentions you pointed out here, stay tuned for upcoming updates and projects, this is just the begining, our first game.

Hope to see you in what’s coming next ;)


PS (You entered in the hall of fame of the game now, your name will be on the game’s page until someone  runs faster than you)

Submitted(+1)

The game art model and animation are very good! and I like the character design as well.

The attack effects are very cool but it need some effect on the wall/enemy when gets hit.


The camera sensitivity is too high, Need the option to adjust the speed.

For the platforming,  Edge Grab really helps! but the camera need to fix the camera zoom level on some part.


Very promising game! I'm looking forward to it.

Developer

thanks for the feedback! ;)

Submitted (1 edit)

Very nice concept and graphics, but the controls combined with the relentless platforming made me give up quite quickly. Really need sensitivity adjustment and invert stick/control options.

It's a shame too because this is fairly solid, especially for a jam game!

Developer

Hey, thanks for the feedback! We’ll take it into account for a Post Jam version of the game, thanks for playing ;)

(+1)

I will have to come back to this only if there is a MAC build...my PC cant seem to handle the high performance of the style. It looks like quite a game, and I saw a lot of posts during the Jam that looked interesting. Let me know if there is a MAC build.....

Check out Chick-Magnet if you have the time!

Thanks

GameDev&Design

Developer

Gotcha! Thanks for the comment and feedback, we are considering options for a post jam update, stay tuned ;)

Submitted

I sadly did not finish the game.

The visuals look really nice, both the character model and its animations. It's all very well done. The jump felt a bit abrupt and the slash appears just a tad too early, before the character really moved her arm, but otherwise the climbing animation is a nice touch. Overall the presentation is really solid. Great style.

But I did have trouble with the controls. The biggest problem was that the camera stuttered a lot. The character animations were smooth but the camera would only move in increments. It was all very disorienting and quite nauseating at time. The collisions seemed a bit finicky too and I'm not sure there's any coyote time, so I failed a few simple jumps and had to carry myself all the way over. In that regard, the jump from the moving platform to the rafters above the statue leading to the double jump was waaaay too difficult.

Combat lacked feedback. The first enemy in the game that I fought didn't die when I depleted its health (a bug?), so I was very confused. I kept hitting it but nothing would happen. Same with breakable walls: they take a few hits to break but there's no feedback. Saving was too big an interruption with the big location card appearing for a few seconds every time.

I quit just after reaching the double jump and failing the first few jumps over and over because of the camera. It's a shame because while I'm not big on tricky platformers, the way the 3D environment looped on itself seemed promising. With more polish, it could be a really fun game! ;)

Developer

Hi Dreamnoid! Thanks for the feedback. Since the game is thought to be played with a controller, let me ask you; Have you try it with a gamepad or you played it with mouse and keyboard?

We know some players prefers to play with keyboard instead, and we also tried several times with a low mouse- sensibility indeed, that’s why we would like to know your case if possible.

Due to our low experience and the short time we had, we focused on the gamepad experience. Thanks for your response!

Submitted

I played with an Xbox gamepad.

Here's a video representative of the performances I get: 

The sword attack animation is smooth, just like guards movement, but the player character and the camera aren't always. Near the end, when I'm trying to jump, it seems like the entire game is lagging.
Developer

Yeah, this is clearly not the desired behaviour.

Being a 3D game with custom assets makes the game more graphically demanding, however it is not needed a high-end pc or a next gen graphic to run it.

We made several tests in a GTX 1060 and below and ran perfectly well.

We're sorry you had to experience the game that way, but it's not regular performance :(

Submitted(+1)

Really great entry!  I loved looping back to the first room after the double jump and really appreciated that the game auto detected my input and swapped icons!

I think the platforming is a bit difficult, I'd probably give the player more air control, but the working ledge grab made up for it.  I'd give some juice and feedback to hitting enemies and boxes as well.  A little hit pause or making them flash when hit.  Can't wait to see more from ya'll!

Developer

Hey Matt!

I really appreciate your comment since the goal always was to reach this sense of open ended world and to make a player-experience type of gameplay! I'll take notes from the hitting feedback of the enemies as well ;)

Submitted(+1)

Nice 3D metroidvania.

The movement was nice and snappy. Some coyote time would be nice, and I did slip off some edges every once in a while. It wasn't frustrating most of the time, but it made me resent seeing narrow platforms.

Mantling, Jumping, Double Jumping and Dashing worked as intended, but Wall Running did not reset my double jump or dash ability - seemingly randomly - and I gave up after trying to redo a section for ~10 times.

I stopped engaging with the combat after the first few enemies. It wasn't nice and it didn't give any rewards. On my first attempt, I started hitting a breakable wall, but since it gave no feedback (different sound, or hit flash) I moved on, only to get stuck and be surprised that I did indeed manage to break a different wall.

The maps and shortcuts were well designed, and it was enjoyable to explore them. But because the save points were plentiful, it negated any tension that was supposed to be built by challenging platforming and trap sections.

Developer(+1)

Hey! Thanks for the message and the feedback! I'll check the wall run since you mentioned that it didn't rest your double jump or dash because it's strange. Notice there is a dash powerup, and then there's an air dash power up so I'm guessing this is the one it isn't triggering after the wall run. Definitely checking out!

Hope you enjoyed the experience overall ;)

Submitted(+1)

Hey. I realy like the 2D + 3D Art from this game. The controls are clunky imo (no coyote time, no jump buffer ect.) but the climbing works well. Overall your work in one month are good in particular you did not use any assets. cheers!

Developer

Hey, thanks for playing and for the feedback! ;)

Submitted (1 edit) (+1)

I really like the visual presentation of this game. A lot of effort was put into  it.

The fights against the normal enemies felt a bit tiresome, though. I felt like they had too much health. And you couldn't really tell when to dodge their attacks.
I would also think about coyote time and a map.

I feel this game has huge potential, though. If you add some background music and polish it a bit more, this could be a game you could sell.

Developer(+1)

Hey, thanks for your feedback and opinion, it means a lot ;)

The game’s been developed from scratch during this month with no previous experience so it’s very important for us to make a good “first impression”

I’m considering to make a Post Jam version of the game with the polishment it deserves and didn’t have the time to add. 

It is really cool to read that this could be an opportunity to grow a game with potential :)

Really looking fwd to play yours during these days, thx again for your post!

Submitted(+1)

also, I forgot to mention: BIG plus for gamepad support :)

Submitted(+1)

Great game! I like the attack combos you can pull off. The levels & platforming is well designed. I would say try removing the mouse from the screen for better immersion.

Developer

Thanks for your comment and feedback!

 we gotcha with the mouse stuff, the game’s getting an update soon, however it was always thought to be played with controller ;)

Submitted(+1)

i like this game

Developer

thanks!

Submitted(+1)

awesome, i love it

Developer(+1)

We’re glad to hear that, thanks! ;)

Submitted(+1)

i do not see a webgl embed or download anywhere on the page. it sounds cool and i wanted to check out another 3d game from this jam, i hope it's just a misunderstanding on my part.

Developer(+1)

Hi! thanks for sharing your interest on the game ;) By the time you posted the comment we were updating it to a more recent version, and you can play it RIGHT NOW!

Again, thanks for the comment, let me know if you like it!

I'm checking Quarry asap ;)

Submitted(+1)

alrighty i was able to take a look and beat it! i want to say it was very ambitious to try to make something like this in such a short time span which i always love to see. better to risk making a bad game and learn something new than play it safe as far as i'm concerned. the movement felt good for the most part. the enemies just sort of existed, they weren't a threat because of their speed but they were also super tanky so i just went by all of them. it was funny to watch them die in the traps though. the last key stumped me for a bit since there had been a precedent set that i would need to grab 5 flames to get a key gate open and was looking all over since i only had 4 but knew where the key was. it didn't take too long to figure that part out though, and i enjoyed how you had to go around the outside to get back into the room. the mantle worked surprisingly well, that's usually something that takes a ton of polish and work to get feeling smooth so great job on that. all told, very good job on this! i'd love to see a more polished version. i don't know if you know about it but pseudoregalia is a similar feeling game that also came from this game jam and ended up having a very successful full release.

Developer

Wow, this is actually an increidble review, thanks for taking the time to write it down!

Yeah, we decided to make a 3D game primarily because Pere (my friend) and I (Frankie) are more focused on the artistic field of the videogames creation, as we have some experience working with 3D software.

However, creating a game from scratch with no experience in the programming side has been a tough challenge, but we push ourselves to the limit during the jam to do our best. We love playing games and creating stuff so maybe the lack of xp from one point of view had been balanced with the other :)

Finally, I’m very proud you mentioned similarities with pseudo, as rittz’s game is such an increidible one and a reference for us! Hope we can reach it soon xD

Anyway, seeya in Quarry’s comments section and thanks again for this review, it means a lot!

Submitted(+1)

Hi, 


Very very nice I like the ambiance the sound are great. 

more indication on where to go and what to do after the sword :).

Something That I would potentially buy if it become polish,

also, 

I played with mouse and keyboard for the first play  I realise that the mouse pointer was going freely you can always do this to fix it : 

So I went with the Gamepad. 


Cursor.lockState = CursorLockMode.Locked;
Developer(+1)

Hi! First of all thanks for playing ;)

We made an update from yesterday's submission so it's totally worth to give it another ride, let us know what you think!