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A jam submission

A Lost SoulView game page

Submitted by Holly — 21 hours, 42 minutes before the deadline
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A Lost Soul's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#223.6253.625
Metroidvania#313.3753.375
Overall#333.3753.375
Enjoyment#343.2503.250
Execution#373.2503.250

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Holly Thompson, Nick Connell, Rockey_exe , GreyFox48

External assets
Font and Acid Texture

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Comments

Submitted

Really enjoyed this one.  I like the music and the atmosphere this game has to offer.  The sense of exploration through the platforming is fairly good.  I will say the character's in air movement felt a bit off to me.  If a player releases their movement input the character completely stops mid air instead of keep momentum.  That may just be a issue for me since most 3rd person platformers I play keep the momentum (but not all first person games!)  Overall a really solid entry.  Thanks for releasing this!

Submitted(+1)

Always fun to see a 3D game in a jam like this!

Please add a circle shadow or other indicator beneath my character. Games as old as PS1/N64 do this so you know where you're landing. I gave up because the jumps were too hard without this to help my calculations.

Developer

Thanks for the feedback. The character definitely needs a shadow.

Submitted(+1)

"Ugh more acid?" is pretty much my only critique of this game. I loved it! I'm a big fan of 3d platforming games and it was cool to see this applied as a metroidvania style here. The character controller felt really good to me, as well as the progression of abilities. I really liked the environment models and character animations too, just super great!

Submitted(+1)

Forgot to say I did make it all the way to end by the way

Developer

We're glad to hear you enjoyed our game! Thanks for the feedback.

Submitted(+1)

I got through, up to getting the ground pound, before accidentally softlocking myself, so here are my thoughts:
1. I like the character's design! The idea that the 'top-half' is disconnected from the bottom, with a whispy tail almost connecting the two is nice! Similarly, I like a lot of the texturing and the visuals. The skeletal pedestals for upgrades were nice too.
2. I had a little trouble with the ground pound jump, and the 'jump higher using it' mechanic. I don't know if i was misusing it, but I had a hard time getting it to consistently trigger (or not trigger). sometimes i would be pressing nothing when i landed, and still 'high-jump'. sometimes I would be pressing jump right before or after landing, and then nothing would happen.

3. I like the idea of the enemies demonstrating variations of the skills the player gets, like the pale ghosts that dash at you. The main enemy I didn't like was the green ghosts, because I always seemed to take damage when dealing with them, and that combined with some difficult platforming led to several respawns

4. I appreciate that 'death' does not force you to start from the very beginning, and that you can select your spawnpoints by visiting them again.

5. Some of the level design feels very hard to differentiate, room to room, which meant if I got turned around, I had a hard idea telling where to go next. Some unique setpieces that are 'facing' a specific way, like a statue or something would probably help with that. Or placing something on the path that makes the player want to go towards it. There was a part of the game after getting the double jump where I didn't quite know where to go, although in retrospect the place to use it was in front of me, to the left, because textures on both the walls and platforms were browns and grays.

6. I have to agree with some of the other members that a dropshadow would really help with positioning, as there were many times where I thought I was above the platforms, only to fall and drop into acid. Additionally, jumps and gravity felt somewhat heavy, which added to the difficulty of positioning and made it harder to tell if I was going to land on pillars that needed it. I did like that the dash let you use it in mid-air, though.

7. Just mentioning it here, because it was end of game and time was probably split as is, but I had a situation where I used the ground pound while dashing, and somehow landed on the ground upside down and 'stuck' in the ground-pounding mode. I could not jump from that point on, and trying to respawn caused me to fall through the geometry of the level and land 'on top' of an arena. This probably is because the respawn does not reset either the state, or the position of the character, so it continued trying to slam towards the ground and slipped through the floor.

Lots of nice stuff here, you all did nice work!

Developer(+1)

Thank you for playing our game! We appreciate the feedback. For the ground-slam, you get a jump boost if you slam into one of those cube platforms that are placed all over the map. Adding in a character shadow seems to be the main problem. We'll try our best to add one as soon as possible. As for the bug that keeps you upside down, that's a new one, and we'll look into it. Thanks!

Submitted

Ah, so the 'ground slam jump' is based on the surface/object you are slamming onto, and not the actions pressed?

Developer

Yep! Input does nothing while you are ground-slamming. You can either ground-slam into the ground/enemies/barrels, and it will do damage. Or you can ground-slam into the cube platform, and get the boost.

Sorry for the confusion.

Submitted(+1)

I feel like the jumps would be better if there were a shadow under the character.

Yes, it seems like this is something the game needs. Thank you for the feedback!

Submitted(+1)

I like the way all the powerups felt. using the groundpound as a method to reach greater heights was a genius idea! when I used the ground pound near the start though, the game crashed, but I think I got most of the powerups before then. If there is a boss or something else that I'm missing after obtaining the ground pound powerup, please tell me and I'll return to finish the game. Great 3D Metroidvania! Its uncommon for a jam game to have full sound and have this much polish put into it.

Oh no! Sad to hear that the game crashed on you. Once you gain the ground slam ability, it's basically the end of the game. Unfortunately we didn't have time to make a boss. But we're happy to hear that you enjoyed our game!

Submitted (1 edit) (+2)

Good Game! The environment and animations look good. The platforming is decent for a 3D MetroidVania. I know this is difficult to pull off. I suggest adding a player shadow and slightly lowering the camera. There is good level design and back tracking, but some rooms were empty and misleading. I suggest adding additional pickups such as power-ups to fill these rooms. 

We're glad you enjoyed our game! Thank you for the feedback. We added some extra rooms for exploration, but adding powerups is a great idea!