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A jam submission

Kami: The Great GuardianView game page

A calamity wrought from the stars. Help the Great Tree combat this alien corruption!
Submitted by EelShep, ShouridoPx, Joseph_MorMar, Unnamed1334, PsychoSoldier, Tileryr, Leo Constantinides, fram99 — 31 minutes, 44 seconds before the deadline
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Kami: The Great Guardian's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#34.4174.417
Relevance to the theme picked#44.1674.167
Overall#54.0004.000
Execution#63.9173.917
Enjoyment#83.8333.833
Sensory#103.6673.667

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme chosen
Nurture. We interpreted the theme as nurturing plants from corruption.

Team/Developer
ShouridoPx, Joseph_MorMar, Unnamed1334, PsychoSoldier, Tileryr, fram99, Leo Constantinides

Engine
Godot

External assets
MetSys, Dialogue Manager, Kenney Input Prompts

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Comments

Submitted(+1)

A really cool and ambitious game! Although I think in some parts the scope might've been too ambitious, since I got stuck a lot, sometimes in places where I couldn't do anything but quit the game, like here and after clearing the poison heart in the red area. Feeling quite lost, I looked at the comments, where you mentioned Fertilization was supposed to be the first ability you obtain, which I missed entirely, getting the Vine Crook and Tether before ever figuring out what the heck those lilypads are for. After that, I made some swift progress, obtaining the climbing and Sprout ability... But then found that the latter didn't do anything? I'm unsure if this is a bug, or if I'm somehow sequence broke again, and I was already supposed to find a projectile earlier in the game, and Sprout only upgrades it but I seem unable to do anything with this ability. So that got me stuck again.

I'll leave more detailed thoughts if I ever figure out how to finish this game, but my overall thoughts is that your foundation is really solid, movement feels great, you got a cool world set up. But while the large scope is impressive, and I think attempting such an open-ended progression with skips is laudable, sadly that also means you have to do a lot of testing to make sure players can't get themselves stuck by following what they think is a natural progression path, which seems like it was hard to fit within the jam's timeframe.

Developer

Sprout lets you shoot a projectile that opens doors and activate the lilypad the same way you can with fertilize. It also activates dead plants(inactive mushrooms and vine hook points for example). I know we had an issue where getting Sprout without fertilize didn't let it work as it's supposed to or something like that, and I don't think we were able to update it before the 24 hour extension. Regardless, if you have the time to restart and get Fertilize first, it should absolve any issues, but you should be able to fix the issue with whatever save you're at.  Let us know if you need any tips/hints!

Submitted

Yeah, I tried pressing the button, but it just didn't work, no projectile is happening. I'll look for Fertilize first and see if that fixes it.

Developer (1 edit) (+1)

Hello Neopolis,

Thank you for your comment, it is very valuable to us. I have built the levels. I will clarify some things and also I would love your answer for a couple of questions.

In the version you played, indeed Sprout does not do anything without Pollinate. That was a bug. In case you are curious, this has been corrected post Jam in this new version here: https://eelshep.itch.io/kami-the-great-guardian-post-jam

Now, I explain the usual sequence, or game progression, regarding acquiring the abilities.

- Fertilize and Vine Crook are the two first abilities and they can be obtained in whatever order you wish.

- Then, the third ability is Pollinate.

- Fourth, it is Tether.

- Fifth, it is Climb.

- Sixth, it is Sprout.

Now: there are two sequence breaks that I have designed and included in the level design. One sequence break allows to skip Pollinate. The other allows to skip Climb. The fastest run would be: Fertilize and Vine Crook, Tether, Sprout, finish the game.

Of course, once you use the sequence breaks, you can still acquire those abilities that you skipped, later in the game.


Regarding your image: you are supposed to need mandatorily both Fertilize and Vine Crook to get to the room in your screenshot. You found a sequence break that I did not design and I would love your help to find it out. I think I have found your sequence break: you jumped on this column in my image below, from the left, by only using Vine Crook, right? Please confirm.

I did not intend for this and it will be amended asap. Seriously, thank you very much for flagging this out. You are the only one having found this.


I don't know when we will update the Post Jam version to remove your sequence break. But if you play this version currently and ignore it (meaning that you need both Fertilize and Vine Crook to perfom that jump), you should experience a way smoother non-linear exploration and game progression overall.

Cheers,

Joseph


Submitted

Hey there, I just completed the game (getting Pollinate before Sprout indeed fixed it), so I can confirm now how I got to the west area early, and it's not through the way you mentioned. Basically, I just went back to the starting area, went left and crooked my way up through the wall like this. Using the crook gives you your jump back, so as long as you can grapple onto something, you can scale heights pretty quickly, I didn't even need Fertilize. There may be other places where you can use the crook to get to places early, it's quite powerful.

From reading the other comments, I read other people having a pretty smooth progression, so it sounds to me like there was an "intended" path that I deviated from pretty hard, causing me to spend quite some time getting lost. This is a bit unfortunate. Like I said, I think the open-ended progression is quite cool, but maybe you should wait a little longer before letting go of the player's leash. Anyway, now that I've completed the game, I feel more qualified to leave my overall thoughts. Aside from the bugs and softlocks I mentioned, there's a few other points of criticism, which I'll now rattle off in no specific order:

For as much focus as there was on combat, I found that it wasn't really the most interesting part of the game. It was fun to slide through places and break hearts, but the enemies really only served their purpose as pogo fodder, they weren't that interesting to actually engage in combat. And I love a good pogo, but it made the enemy challenge rooms not that interesting. I think the game could work with more focus on combat, or less focus, but right now, but right now, it's in kind of an awkward middle spot, where I wish there were more platforming challenges since the platforming is clearly the more developed feature in this build.

The grappling was a little clunky. Grappling onto boxes or unsprouted vines took an annoying amount of precision, especially when they were quite close to you. The crook automatically locking on made it a lot more bearable, although when several grapple points were close together, it was still sometimes a bit unclear.

I really appreciated the inclusion of a fast travel system since the world is quite big, but the fact that it was name only made it a bit cumbersome to use, since I never really knew where it would take me. It'd be nice if it highlighted the fast travel point you selected on the map.

And last of all, while all the pixel art is quite solid, the huge upscaled mixels on the Tree made me a bit sad. Luckily it wasn't very present throughout the rest of the game, but it wasn't a strong first impression of otherwise a very graphically solid game.

That's all my nitpicks, everything is just very well executed! Good movement, nice setting, overall nice progression and thematically cohesive set abilities... I really enjoyed this game, but I think with some more polish and testing cycles (if you want to, of course), it could be truly great. Fantastic job, all of you!

Developer (1 edit) (+1)

Hello again,

I really appreciate your effort and explanations. I will answer now for the sequence break only.

I still need to understand something. In fact, your last image is indeed the first sequence break I designed that I described in my previous comment. What you did there is intended by my design. At that point, you are skipping Pollinate to get Tether earlier.

The thing is that you are supposed to need both Fertilize and Vine Crook to get to that room. You don't need Fertilize in that room to perform the sequence break, but you need it before to get to that room. So your sequence break is not that one.

I have just tried all the previous rooms in the map and the only way I see for you to get there without Fertilize is by making the Jump I described. Do you remember your path to arrive to that room in your early game with only Vine Crook?

Best,

Joseph

PS: in our previous game, Meteora, indeed I wait longer before giving the player real possibility of non-linear progression, so I totally get your point.

Edit: and congratulations for finding a designed sequence break! You really try the gameplay and it looks like you play games deeply and get to find their mechanics and tricks

Submitted

Ah, you're right, my bad, I understand what you mean now. Yes, I think I may have used the grappling hook to make that double jump there without activating the lilypad. I forgot about that part, since I played it a day before leaving my earlier comment.

Submitted(+2)

Wow, this was so much content! I liked the movement and the combat, felt pretty solid. There were so many moves, at some point it was confusing choosing between all the buttons, but every skill was interesting and the way we get rid of the corruption made sense with the theme.

The map tool was awesome and kept me in track of what areas I hadn't visited, it is very welcome in a game with such a big game area. I did get all the seeds, the fast travel system was also great but it was hard to keep track of the names of each area to know where I wanted to travel.

All in all, a great game, I enjoyed it a lot, it felt like a metroidvania from the start, and the clever way the new skills open up the map is really well handled. Even though there's backtrack, I didn't feel that I was going around without a reason. The map is fast to traverse and the "road" of getting skills make sense so it doesn't feel like you're going from one corner to the other and back.

Overall, a great entry, the sound and music were ok, the graphics and animations interesting, the vines looked good and were my favourite part of moving around, it feels solid and in general it goes to the vine I want to go when I use it, so it's very intuitive and satisfactory of a skill.

Congratulations, this is a great game!

Submitted(+2)
Like a couple of your previous entries, pretty sizeable content, but I think this may be the best that I've played of yours. I remember last time, I had some issues with the game feeling like there were rooms that existed for no particular reason other than to make the map bigger. I didn't get that feeling at all this time around. Theme was very clearly implemented. Obviously hit the metroidvania mark, which has never been a problem in the past. I did notice that this entry had significantly more enemies than previous entries. Its not a bad thing, but you do run the risk of placing enemies in unfortunate spots for the players. I saw a few spots most notably the first save room you get to. Theres an enemy on the right side next to an entrance. I got hit by that a lot. But thats an easy mistake to make. My first room has the exact issue because I forgot to remove one enemy too close to the door.

Overall, a fantastic entry.  Unfortunately, it shows I already rated you? So that probably means there's a game out there that I need to find because i rated on the wrong tab.

Also, I couldn't figure out how to get that last seed. There are three leaves that you grow and the seed is in the top right corner of the room. Otherwise I would have got everything.
Submitted

Submitted

I do have one critical piece of feedback now that I'm thinking about it. This doesn't count against your score, but you should make sure in future games that you can't access different menus at the same time. I noticed I was able to pull open the map when a different menu was open. It may have been a powerup message, but there was brief moment of panic where I didn't want to give up on the game because of an inconvenience being close to the end. Thankfully, I had a pretty good idea of how you handle menus as another Godot user, so I was able to get myself unstuck between overlapping menus. 

Developer

Hello Dan,

All good? It's great to read you and see your valuable activity in a Jam once again. Thank you sincerely for the nice feedback as usual.

As with previous entries, I designed and built the levels. Indeed, I took into account your comment on Meteora regarding size. I have boiled Kami's map down to the very crucial steps for game progression with the objective of only having rooms with key purpose in the game, with a minimum amount of filler. I am glad that you saw this change.

Just curious, how much time did it take you to complete the game?

Did you record your playthrough by any chance?

Regarding that last seed, please try this: jump on the left leaf. From there, jump and throw your projectile to the leaf at right, so it will move down to become reachable.

Take care,

Cheers

Submitted

Hey! All good here. I didn't check my time, but i would say just a little over an hour and that's because I was using a keyboard instead of a controller. It took me longer to adjust to the controls because of that and the occasional wrong key. Not a big issue to me. They were mapped well.

I wanted to record entries again, but I've been sick and I didn't want to be coughing up junk and voice being off while trying to review. 

But yeah, to me the design changes between Meteora and Kami were spot on. I hate to ruffle feathers with feedback that may not be fun to hear, but its important, and you keeping that in mind really made a difference!

As for the last seed, that's exactly what I was doing. The puzzle made sense, I just couldn't get my projectile to that final leaf.

But yeah, congrats again on a great entry! 

Submitted(+2)

Just played through this, it was pretty hefty! I think there are a lot of cool design choices in here especially in regards to the powers. There are also a ton of collectibles, and while I didn't find all of the Seeds, I appreciate that they give the player a lot more to do in the game (one of the seeds made me figure out using box pulling to create platforms before it was ever required in the game, so that was cool). The art around the Great Tree was very cool, and the characters that did exist all had unique and interesting sprite work. I also saw that the characters each had their individual personalities, with Apsis and Kitsune being standouts for me (I mean, I didn't like Kitsune's personality, but it certainly stood out).

Some constructive feedback:

- The game provides a lot of rooms and routes through those rooms, especially when your abilities open up, and that was really cool. Zooming through an early room with the rope ability or by wall climbing felt really good. That said, no room outside of the Great Tree room never particularly stood out to me or made me remember it and say "I need to come back here later." The zones each had their own color and sprite art, but I never really felt a big difference between the rooms and zones since they on the whole all seemed to incorporate all of the movement mechanics anyway. Perhaps picking a few centerpiece rooms and really sprucing them up / making them feel special would grab my attention a bit more.

- There is a lot of story here, and a lot of characterization. It's cool that you leaned into the story telling so hard and introduced so many characters, but it was a little bit hard for me to follow just because there were so many names thrown at me all at once. Like I said above, Kitsune stood out because the personality was very strong, and Apsis made me smile, but the other characters sort of blended together because they just woke up and gave me their power.

- It wasn't super clear to me what I needed to get the disabled mushrooms and wall vines working. I already thought that I had the powers for each of those, but then there was a nother power that upgraded the Nurture ability I already had. Trying to figure out what I needed to do to finish the game ultimately ended up being less of an subtly guided exploration and me just opening the map and seeing which rooms I hadn't explored yet. This worked out alright because I ended up getting some extra health and power upgrades, but it made that final power-up feel not as rewarding as it could have.

- I usually only do 3 ieces of big feedback like this, but it was a big game and the other thing that I felt detracted from my experience was the lack of enemy types. There were so many rooms to explore but they all had the same two enemies, and this goes doubly so for the Strength challenge rooms. Designing enemies is a lot of work so I can't fault you too much on this, but it was just a thought I had throughout the experience.

Anyways, it's a very big game with a lot of moving pieces. Lots of writing, lots of rooms and environments, lots of cool and well implemented abilities. Overall I was quite impressed with it and felt like I had finished a complete package when I got rid of that final corruption. Very well done.

Developer

Thanks a lot for playing!  I just worked on the sound, so I'm sure others could have more specific comments, but your feedback is greatly appreciated and will be put into consideration.  A lot of it came down to time(the level designer wanted more landmarks, but we couldn't get the art assets in time, and same with enemies).  Great point about the progression for the final upgrade by the way!

For my own sake, I'd love to know your thoughts on the music/SFX and whether anything stood out to you good or bad. 

Submitted(+1)

Sure thing! I'll preface this by saying that I'm a pretty simple guy when it comes to music, if it's not very adrenaline-pumpy I probably won't really notice it. But I went back and played the game again to collect the last few seeds I needed, and the music that stood out the most in regards to my personal tastes was the Karst area (it felt appropriately dread-laced) and the Treetops, which was approaching the sort of beat that grabs my attention.  I do think that in terms of fitting the game's vibe the music does a good job - it's understated and fits the contemplative, slow-paced feel of the game. The one thing that came across as a bit jarring were the UI SFX (like interacting with the save points or pressing buttons in menu), they felt a bit too solid and gamey compared to the subtle music - maybe some windy effects or soft chimes could have fit the game's aesthetic a bit more. Hopefully this helps.

Developer

Thanks for the words! I agree the menu UI SFX are jarring and I would like to change them for the post-jam update, so thanks for confirming that. I'm glad you found yourself enjoying the music even if it didn't immediately catch your attention, and I'm glad you liked the Treetops and Karsts themes the most! Those were my favorite for this jam.  Thanks for taking the time to comment on it.

(1 edit) (+1)

Ok after 2nd time around, and understanding the controls better.... this game is AMAZING it has so many features and unlockable, and areas....really enjoyed the depth of the Metroidvania of this game.... with the SFX and things will travel points/saves.....really loved the saving travel points.... Great job here....I was working on a interesting saving/travel function in my own game....but it was never quite finished to mean much than a cool effect and way to "move the robot" ...lots of unfinished Metroidvania aspects of my own game....but if you have time to rate/review I would really enjoy having more feedback on my own game...So I can make updates 

Developer(+1)

Hello,

So glad that you gave it a serious try and that you like it. Thank you for the kind words! Sure, I will happily play and comment your game ASAP. If you wish to discuss these topics more in details from time to time, you can add me to Discord (joseph_mormar),

Cheers

(1 edit)

Will give it one more full fledge run next time and try to get all the things....there is a lot in this game, and want to make sure I get some solid plays and reviews on a view others games also....but plenty of time left so don't worry I'll leave a more detailed review here

Submitted(+2)

This was AMAZIIINNNGGGGG. Easily the best entry I've played so far, and I'll be genuinely surprised if it does not get first place because this to me is a proper 5/5 on every category. I played it for a full hour and had a ton of fun from start to finish. The design of every room was really engaging, and the progression was a proper perfect metroidvania progression. The story was really interesting, the way it fit the theme was flawless, and it just felt great to play. You really knocked it out of the park with this one!

Developer(+1)

Thank you so much for your nice comment. It really means a lot. Sincerely glad that you liked it.

I designed the levels. In what order did you get the abilities? The usual order is: Fertilize, Vine Crook, Pollinate, Tether, Wall Climb, Sprout.

There are two sequence breaks in the levels, which allow you to acquire the abilities in different orders and even skip 2 of them. These sequence breaks are in plain sight (not fake walls or hidden doors). Maybe you found them?

Also, what do you think of the last room? Was the puzzle with the box interesting enough to engage you to think a bit and solve it?

Thank you again,

Cheers

Submitted

I did a sequence break with the blocks in i believe the east marsh area. I positioned the blocks in a way that allowed me to jump all the way up instead of climbing the vines, which I believe game me sprout before wall climbing. 

I'll be honest though I accidentally cheesed the final room, the collider on the final heart thing was a tad too big, so I randomly attacked when i first entered the room and just beat it. So I didn't actually get to properly experience that final room

Developer

Indeed you broke the sequence with those wooden boxes! So glad that you were curious and you gave that room a try. Thank you for letting us know about the collision on the final heart, it is already amended for future versions,

Cheers

(1 edit) (+1)

This was interesting... I feel like it's a little bit "hodge-podge" art style, and things are a little odd in size and relativity... other than I need to play and explore more to correctly give a better critic on the game as a whole. I kind of did a few things and checked some stuff out in early game with movement, controls, and SFX and music and everything was not bad so I am saying a pretty average 3/5 for now.... will come back and check out further once I make my rounds through all these games

Developer

Thanks for checking it out and giving feedback! Let us know if you do end up coming back to complete the game and what you think.  I look forward to checking out your game soon, too!

Developer (1 edit)

Hello,

Thank you for checking out. There are 7 abilities to find and 2 sequence breaks to acquire the abilities in different orders. I personally would love to know the order in which you acquire the abilities, if you get a feeling of exploration with the map, and if there is a good pace of progression overall.

I appreciate your interest!

Cheers

Looks like same situation.....POGO isn't explained nor is intuitive not sure its possible...looks like a combo button move?

Developer

Sure, just attack down on the enemy or the mushroom while you are in the air. We have already amended this for the next version of the game, thank you for the suggestion. Let me know if you don't get to do the Pogo movement yet

Ok yea figured it out....yes the game opens up a lot here.... the work done in this game in evident and nails the enemy metroidvania aspects.... remind of the "deku nuts" from zelda mixed with styles of hollowknight..... I do like this better now that I am further along 

Developer(+1)

I am sincerely glad that you are liking it more now. Please give us a more complete impression once you move forward into the game; I really hope you enjoy it

Would love a review also of “Alpha Onega” it wasnt quite done but hopefully it doesnt come off as rough

Submitted(+2)

Button outlines disappear when I hover over them, assets are a lot of different resolutions - I love the main character art though and the intro cutscene is fantasic!
I don't want to rate this just yet, because I could not figure out how the 'pogo' mechanic was supposed to work - I only ever took damage

Developer

I don't think we were able to get the asset for a pogo animation last I had the chance to playtest it, but you hold down and melee for pogo. There's a decent amount of room before you make contact with the enemy to do it, similar to Hollow Knight.

Submitted(+1)

I see, I was able to do it now. Having a proper animation and some explanation text would go a long way there I think! 'Pogo' probably doesn't mean much to people to don't know about 'pogo skip'!

Developer(+1)

Something to consider post-jam. Thank you for playing and giving feedback!

Developer(+1)

Thanks for the feedback. The pogo animation will be added post-jam. Apologies for the confusion and thank you for playing the game :)

Submitted(+2)

This was super fun, great game.
I was playing on a controller and the character was amazing to move around, especially enjoyed swinging from grapple point to grapple point. 
The art was okay, my favourite was the fluid character animations. Unfortunately some assets(one that immediately comes to mind is the great tree) were unevenly scaled and drawn in different artstyles, which made the whole thing look kind of visually incoherent in some places.
Music was great, it just didn't really stick out and just kind of played on and on in the background, which was the intent I guess x)
The map proved to be very useful, though despite that I couldn't find the last powerup required to break those stone blocks. Honestly I would've wished for the map to be a little more compact and more visually distinct instead of just being as large as it is currently, which would also make it easier to navigate.
Despite that, this is a really good game, I enjoyed my time with it a lot, keep making games!!

Developer

Hello,

Thank you for the kind words. Very much agree with those game strengths and weaknesses you describe, and we take note.

The power up to break the stone blocks is indeed not mandatory. You acquire it once you clean the three optional "Strength Nurture Areas" that you will find when exploring the map.

Just curious, in which order did you acquire the abilities? The usual sequence is: Fertilize, Vine Crook, Pollinate, Tether, Vine Climb, Sprout.

There are 2 sequence breaks to acquire them in different orders and even to skip 2 abilities. Did you find those sequence breaks? They are not "hidden doors" or "fake walls"; they are in fact in plain sight and you can take them by using the gameplay mechanics.

Did you solve the last puzzle to finish the game? I would like to know what you think of its set up and difficulty.

Thank you!

Cheers

Submitted

I see. I got the abilities in the intended order, minus sprout. Unfortunately I did not get to the final puzzle required to finish the game :P