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Burakku's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.159 | 4.159 |
Concept | #2 | 4.273 | 4.273 |
Use of the Limitation | #4 | 4.227 | 4.227 |
Presentation | #6 | 4.182 | 4.182 |
Enjoyment | #7 | 3.955 | 3.955 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
2: KogasaTatara @ itch.io - music | me - everything else
Software used
Godot, Krita, Aseprite, LMMV, Audacity
Use of the limitation
One of the two characters harms the other one by being in a direct line of sight.
Cookies eaten
Zero. </3
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Comments
Really cool puzzle platformer! Well-made puzzles with very original light mechanics. Fits the theme and the limitation perfectly. I like that it’s a singleplayer and a multiplayer game at the same time!
Congrats on the 1st place! :-)
Thanks a lot!
Yet another comment reminding me that it would be a good idea to make it actually multiplayer. Fortunately, today I also realized I should translate an online game I’ve made into Godot, so I might as well do both things at once while I’m at it.
wow! i am truly my own enemy on this game!
I had some difficulty with the audio too, but the game is perfect in all other aspects!
Thanks for playing! And sorry for the audio issues.
Great work, i enjoyed it, some parts got me really thinking! the audio took me a bit to get right as it was on 50% but i wasnt hearing anything. Then i realized 50% means 0.
I did find it quiet difficult. IMO
Thanks for the feedback! Now that I think about it, I should set the SFX and music volume to 100% by default, not 50%. 50% is around -30 dB, which isn't exactly muted, but it's barely audible.
Yeah, I never leave myself enough time to polish the gameplay, unfortunately. I plan to do better next time.
Cool concept, could be fun to play with a friend. I am not sure about the health bar - it requires fast movement at some points but the game is more of a "where should one character move to allow other to pass" type of dilemma.
Good job with the visuals as well :)
Thanks! My original plan was to have (almost-)instant death but I changed my mind because I imagined it would be frustrating if the player died too easily, and the puzzles would be too shallow because they wouldn't have room for cases where the player has to wisely choose where to sacrifice some HP in order to progress.
nice puzzle nn
:D
Thanks for playing!
I have yet to learn why the sound is broken like that. I can't reproduce it on my computer with any browser.
Very nice puzzle game. I love the concept that purple light will burn other character, i always accidentally burn dark char (lol). Even though i manage to finish all level, yay!!
But i think the difficulty increase between level is quite spikey. Maybe you can insert another level between them.
Other note, the sounds not working on my browser.
5/5, keep up the good work.
Thanks for playing!
As a playtester, I burnt the vampire character countless times and itwasn'tby accident.Well, that was my plan - to make more levels. But I made the third level half an hour before the deadline (and the 4th level was there since the beginning) and had to give up on the rest of the levels, unfortunately. I'm not much of a puzzle player so I find designing those levels difficult, too...
You're the second person to mention the sound not working. Thanks for the feedback! I may or may not have managed to fix it now. Please, try it again. If it still doesn't work, then I'm out of ideas...
nice one! very similar idea like i had. though you did so much better!
Thanks for playing! I think your idea is quite different, actually. Both do involve staying in the shadows, but I saw quite a few other games with the same concept, albeit with unique twists.
Simply beautiful in every way!! I really liked everything. The lighting is amazing!! Congratulations on the beautiful work
Thanks! Sadly, for performance reasons, I scrapped my original work where the lighting was better. I didn't have enough time to add an option for enabling it for people with computers which could handle it.
Awesome use of raycasting! I'm a real sucker for multi-character puzzle games (a la The Lost Vikings), and this really scratches that itch. Making one character toxic to the other is an extra-clever twist!
Graphics look good. Unfortunately, I couldn't get sound to play in the browser version, even though I turned the in-game volume up (note: it was off by default, which is an odd choice).
Also, the game gets pretty hard pretty quickly. I couldn't figure out how to beat Level 4. :)
Thanks! I spent a large portion of my time trying to get the raycasting to work well (except the bug where the game randomly crashes, which may or may not be caused by the code for it). I didn't know about The Lost Vikings; all I knew about was Fireboy and Watergirl, which must have been heavily inspired by it.
Strange that the sounds didn't work... I suspect it's due to my mistake of first saving the new settings and then changing the volume in the game, so if the saving throws an unexpected exception, it can't get to the part where it changes the volume. I didn't experience that issue myself while testing the browser version, but it may vary from browser to browser and machine to machine. Regardless of whether this is the issue, I'll swap those lines of code just in case.
The reason I have the sound off by default is so that I don't accidentally burst the player's eardrums. I think this should be a standard everywhere, not just in games but also in embedded videos, music/SFX websites, etc. However, I should definitely set the SFX and music volume to at least 50% by default while the master volume is at 0% so that the player doesn't have to adjust all 3 sliders.
I should have probably added some optional hints for level
104. It would have taken much less time than my original plan of making more levels.Can you check it out again, please? The sound may work now if I've managed to fix it.
Unfortunately, I still have no sound.
I did notice that the defaults are no longer zero, but I can't hear anything. :(
Yeah, someone else mentioned it after my attempt to fix it, too... Unfortunately, I can't think of any other fixes.
very unique and clever concept! The 4th level though ramps up the difficulty too hard!
Overall, a very satisfying creative game!
It sure does rap the difficulty up. I should have, as a joke, added a label for every level and put "Level 10" for that one because it really was meant to be the 10th one if only I had better time management. :D
A very clever concept that is well-explored with a handful of clever puzzles. Overall I had a lot of fun playing, good job!
Thanks for playing, and I'm glad you had fun!
Really creative game with well designed puzzles. Was fun to play co-op!
You had someone else to play it with?! Lucky! Glad you had fun.
I liked this one a lot! It would make a great coop game (however this would not apply for the limitation). I liked the theme. The only thing I think could be improved is the difficulty level. It starts OK, and it is great to learn the mechanics, but suddenly, it spikes and it is so much harder!
Great game. One of my favourites so far.
Thanks for commenting! If I do implement multiplayer, it will be long after the jam has ended anyway, so the limitation shouldn't be an issue.
And yeah, I don't think there's a single jam entry I've submitted that didn't have that difficulty spike issue. I keep underestimating how much time I'll need to make more levels.
Great concept, great art. The only gripes I have are the random difficulty spike (which someone has already commented on) and the controls. The controls issue may just be a me problem but sometimes I would move the wrong character and end up dying since my brain got the keys mixed up. I think this could be improved by adding a key to switch between the characters and control them individually rather than at the same time. I realise that this would make the puzzles where you move simultaneously unviable but I think it'd be a good trade for a better movement system. Just my opinion.
Loved it! Great game!
Thanks for playing!
Yeah, the controls are quite a brain twister and as much as I'd like to say that it's on purpose, a feeling of frustration is not what I was going for with this game. You're right it would be a trade-off if you had to swap between control modes, but perhaps I could make it with 3 control modes - two where you control each character, and one where you control them simultaneously. Or maybe to make it more interesting, you control them with the same keys in the third mode (although making puzzles for that would be very tricky).
Yeah, or maybe simultaneous control is a mechanic added later in the game to bring another layer of difficulty. Similar to how Portal first allows you to fire 1 portal, then later allows you to control 2 when you're used to the mechanic.
I'm interested to see where this goes if you keep working on it! I'll keep my eye out. :)
The concept is cool. It should be especially fun to play with a friend. The art and music are good too.
Thanks for the feedback! Maybe I should follow through with my vague plans of making it multiplayer after all, especially with all of the netcode I've been implementing lately...
really great use of limitation :)
Thanks! For once, I think I had a good concept in mind for the game jam.
awesome game! I like the art and the controls are smooth and responsive, the gameplay is unique and gives a fun and challenging puzzle/action experience, overall I enjoyed playing! congratulations! keep it up!
Thanks!
Nice concept and cute graphics but characters must be more controllable i think. Everything else is cool.
Thanks for checking it out! Do you mean they should be faster / jump higher / accelerate faster? Or, if you're talking about the rising platform in the third level, I know about the way characters can't jump when on top of it, but I have yet to understand why that happens... v_v
I'm talking about some required (i think) player assistance for this type of games. Like helping player reach platform few pixels right before its texture starts or doing some stuff like coyote time idk.
I already implement coyote time by default in every platformer of mine (although honestly, I didn't know it had a name so I just called it "jump grace period"; the more you know~). I'm not sure what exactly you mean by helping players reach platforms that are a bit higher but I'm using capsule collision shapes instead of rectangle ones here, which should have helped. The fact that you thought these things weren't present tells me that I should probably increase their effect, though... Thanks for the feedback!