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A jam submission

The MourningView game page

Gothic Action Platformer, fight your way through *The Mourning* — A broken crossing between realms.
Submitted by xeeveee — 1 day, 8 hours before the deadline
Rated by 8 people so far
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The Mourning's itch.io page

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Engine
Unity

Team/Developer
xeeveee — dev, SebH — composer

External assets
SideScroll Worlds SET5 — Szadi art. Maleficarum — Gabry Corti

Prizes eligibility
LearnIndie

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Comments

Submitted(+1)

Nice job, especially with the visuals and the sound.  The map seemed quite extensive and was nice.  The world was engrossing and the writing was good, though I would suggest trimming it down if you can to make it more potent.  I wasn't very good at it and didn't make it to a power up (or maybe I did but didn't understand how to use it before I died again). 

Submitted(+1)

Great job!  Really enjoy the music and art vibes.  Would have loved gamepad support, I think some things were more challenging for me fumbling with keyboard controls.  Wall jumping took a while to get the hang of but I loved that it reset double jump.  Some other nit-picking things are it wasn't initially clear that I was getting health upgrades so I didn't bother with several.  I also frequently struggled to get my bearing without a map, esp after dying and not really remembering where the respawn was (so much that I gave up with only two upgrades, I just kept dying and spikes and wasn't ever certain I was actually going the right way).  Obviously a map, but also  maybe a few more unique guideposts.  I felt the enemy attacks (and probably player) should stay in the direction initiated, it was frustrating dodging past the flame breath but it just flips and still hits me.  Still, overall all,a real solid entry!

Submitted (1 edit) (+1)

Nice work! The music was killer, really impressed with the composer’s work. The map was fun to navigate too. I was a bit confused at first but I liked the loopback from the ‘roll’ unlock to the first area, that helped get my bearings. There were a few rough spots that I ran into:

  • I don’t think it’s possible to jump from a down-slope, because moving down a slope seems to make your character airborne. This made platforming in some of the slopey section really tough.
  • Moving up slopes always eats your jump since it also sends you airborne at the top of the slope.
  • Checkpoints felt pretty far apart. Dying usually meant a multi-minute trek back to wherever I died.
  • Getting one-shot by falls felt pretty rough too.

Outside of that, I enjoyed this. The platforming felt super good after I got the double-jump. The last area (after getting the 3 upgrades) had some pretty gnarly platforming sections but it felt quite good with the double jump and the wall-jump. Glad I played to the end, nice job!

Submitted(+1)

This is really cool, the art and music gives the game a nice castlevania-y vibe I liked it. The combat felt nice and it was fun to explore the world, I really liked the dash roll it was fun to spam it. I couldn't figure out where to go after I got the dash, but I had fun playing! I would've liked some options for attack and dash on the left side of the keyboard somewhere cuz I prefer to play with arrow keys for movement and left hand for attack and jump and stuff. Great job on this!

Submitted(+1)

Music and environment is great! Platforming at some times felt frustrating and there was a hard lock in the caves that forced me to reset the game. A little bit more refinement and I think this could be super good. Great work!

Developer

Thanks for the feedback! Thats good to know, what was the hard-lock you found? Will try to patch it.

Submitted

Room with two spike walls over a very large gap, with you on one end and a flamethrower enemy on the other.

Developer

Bug fixed 👍 thanks again for letting me know

Submitted(+1)

this was pretty good! you did well on the parallax for the bg assets, it really feels like a big full forest leading back into mountains. the assets in general were well set up. i don't think it's a huge deal but i couldn't recognize what a few of them were supposed to be, they seemed a little out of place. the combat and platforming are both functional but very stiff, it feels like everything locks you up and the jump has no sort of forgiveness too it which combines to form a sort of sticky feeling to everything. you also left the ground whenever you went up a ramp or off an edge which could eat jumps or dashes. i liked the dash a lot, it also left the ground when you went up a ramp but it felt appropriate and fun. the music by your composer was well done and it came in and out at what felt like the right times. altogether i think ya'll did good job!

Submitted(+2)

It's hard man. But nice work.