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A jam submission

Origami BeastsView game page

Journey deeper and deeper into forgotten ruins with the aid of monsters made of origami
Submitted by Hot Dog Bob — 9 minutes, 16 seconds before the deadline
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Origami Beasts's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#173.5003.500
Use of the Limitation#192.7862.786
Overall#193.1613.161
Concept#203.5003.500
Enjoyment#282.8572.857

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Hot Dog Bob

Software used
Godot

Use of the limitation
There are chests accessed through hidden paths, and much of the information is hidden from the player

Cookies eaten
1

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Comments

Submitted(+1)

I wanted to try out your game but my antivirus detects a trojan. Not sure if thats a false positive, can you provide a browser (html) version?

Developer

That is definitely a false positive, and it's most likely acting up due to the publisher being unverified. Most games I've installed for the game jam have had warnings about the publisher being unverified.

I'm not sure if I would have the time to get an html version up though, I would have to look into to it.

Submitted

Okay so I installed it and played the game feels too fast and when jumping the jump happens so quickly I cant even make it to the other side. I feel like the game is playing at 5x the speed. Also when rendering a fight, sometimes the stats UI are bugged and show several stats overlapping which makes it impossible to tell your current stats or the monster's current stats.

I like the concept of the game and the music fits well, its just the bugs ruined the experience for me. Let me know if the html version runs better.

Developer (1 edit) (+1)

A html version of the game is now available.

The platforming section of the game may feel a bit off for some since I did not have a lot of time to adjust it because of how in depth the combat system was. After a bit of testing myself, movement does seem faster than it should be, and will probably be adjusted in the future.

The stats overlapping is a known bug that was discovered too close to the deadline to address, and will be fixed after the rating period. It seems to occur when multiple monsters are encountered at once, however you seem to be able to simply flee from this without any penalty.

Submitted

i think some complained about speed while others didnt may be due to the frames per second we have set on our screens? Food for thought 

Developer

That may be it, as I recently updated my graphics drivers which may have altered the frame rate, and that's why I've only now noticed it. I'll have to look into that it seems.

Submitted(+1)

peak

Developer

Thanks.

Submitted (1 edit) (+1)

It's really cool! It's very Pokémon-like, and the art is very cool. The art and battle system are awesome. The songs are actually pretty good! And I had a lot of fun! There could be attack animations or even just making a monster move across the screen, there's no signs for attacks, or even explanation to what they do, I just assume the first attack is strong but centered, and the second is weak but widespread.

However, I gotta say one thing, sometimes, the song ends, and it plays an eerie static, is that supposed to be in the game? Also, the jump feels a bit clunky. And the bunny humanoid's character design....... Better not even say anything.

Overall, excellent work! It's a very polished game!

Developer

Thanks for you're feedback. Pokémon was actually one inspiration for the battle system.

Attack animations were planned but I figured there was no way for me to get them in the game in time for the game jam, but I should have probably still put in some kind of indicator in hindsight.

There is actually some information about the attacks in the game, though it can be pretty easy to miss. Waiting on the monster info screen for a few seconds changes the info from the stats to attack info. It's something that I'll probably just change so the player can just swap between the different information at will. You are pretty much correct about the attacks though, and most follow that pattern, with a few exceptions.

The eerie static you heard was original supposed to be background ambience, and the only reason I left it in was to give a break from the overworld theme. I might swap it out for a shorter more fitting track at some point since it doesn't quite match well enough with the theming.

I think I know what you mean about the jump, but if you could elaborate on what you mean by that it would be very helpful.

I do find your reaction to the player character's design pretty amusing. It originally came to be when I was planning on what to make for the jam. I feel like it may not be the best fit, but I thought it would work the best in a paper design and couldn't think of anything else at that point.

Submitted

The character doesn't SUCK, just looks a bit weird, if you know what I mean. It's more of a nitpick, tbh.

The jump doesn't feel floaty enough, which means the characters feels like it's just going up rather than actually jumping, and the falling is too quick. There should be balance between floatiness and how far you can jump. The character also jumps too little, sometimes I'm unable to reach certain platformes.

Developer

Because of the more humanoid design or just the design itself looks weird?

I think I see what you're saying about the jump. I really only got the jump to a point that was good enough and didn't really mess with it beyond that so I could focus on the combat since that was a lot more in depth. There are some platforms that reaching can be a bit inconsistent at times, but I didn't really have much time to adjust it for the same reason as the jump. Needless to say, the platformer and overworld elements still need quite a bit of polish since a lot of time went into the combat system. Thank you again for your feedback.

Submitted

I mean that the character design doesn't really fit with the game, why would a furry paper girl be walking and jumping around some ruins opening chests and forcing origami monsters to fight?

Developer

I agree with you that it doesn't really make sense. I couldn't think of anything for the player character when planning the game, so just reused an idea I had when first deciding what to make. I might consider having different playable characters at some later point though.

Submitted

That's a neat idea, it allows for a bit more player freedom, and they do not need to play with a character they may not like, or that doesn't really fit.

Submitted(+1)

really polished for a jam game! i dug the battle music and the origami vibe. great artwork :)

Developer

I'm really happy to hear you enjoyed the game, especially the music and art style.

Submitted(+1)

I like the RPG system, music was fitting for battles and overworld, though a bit loud. There was a more foreboding track of music that played of which i don't know how I triggered it, was that one of the secrets? The origami art was really nice and matched the theme well. You should try adding a message or animation that comes before the attack is dealt to the enemy so that the pacing allows players to register what happened, it went by so fast that I couldn't fully process the series of events and only compared their hp after the turn finished. Great job with your game!

Developer

Thanks for your feedback, and I'm glad to hear you liked the music and art style. (even if it was apparently too loud for you)

The music being too loud was something I was concerned about, but not something I can easily adjust as everyone's audio settings are different. I would probably have to add some sort of volume option or a way to toggle the music. The other track you heard supposed to be  ambient track, but it wasn't noticeable when played with the overworld theme, so currently they alternate between the two since as I felt that the overworld theme nonstop would get tiresome eventually. (Though a secret music track would have been a great idea)

I completely understand having a hard time keeping up with combat, and attack animations was something that I had wanted to do, but had put off since I knew there was no way I could get them done in time. I think I'll also add some sort of message as you suggested as well.

When initially planning the game I wanted to make sure the player didn't have to wait too long during combat, but it seems it's still too fast for people. There is actually something of an indicator in the game currently, as when a monster takes damage, the amount of damage appears on the screen briefly, but it's probably hard to notice if you don't know what you're looking for.

Submitted

yeah, some sort of indication that something on the right side of the screen is happening, it could be like a flash before the numbers appear or the player character inches forward to show it did an attack so the eyes are guided from left to right, idk, but def credit to you for not keeping the player waiting

Submitted(+1)

The speed feels off and I'm a bit confused at what's happening because I think I'm getting items from the chest but they don't appear in the items section so I'm not sure, but this otherwise succeeds in everything else!

Developer

Could you clarify what you mean by the speed feeling off?

As for the items, combat items weren't implemented yet, I imagine what you're getting from the chests is the level up materials. They come in three different types and show up on the bottom of a monsters stat block.

Currently you can't see how many materials of a certain type you have unless you have a monster of that type. I will probably add in a section in the info menu to show how many materials the player has, and other items when those are added in.

Submitted

Like I'm going way too fast and jumping way too high, and I also usually fall like all the way to the ground and miss every encounter, I'm not even sure where I'm supposed to go.

This is still a great game though!

Developer

There are certain jumps that are intentionally impossible or only possible under certain circumstances, as well as some very tight jumps or jumps requiring running starts, which might be part of the problem you're having.

Additionally, there's a door somewhere in the level that takes you to a boss battle, after which you go to the next floor.

Submitted(+1)

The origami art is great! Well made for such a limited time!

Developer

Glad to hear that you like the art.

Submitted(+1)

I can't stop playing this.  I keep thinking I'm going to come to the end, but I haven't yet.  Really, really impressive for the time constraint.  The only thing for me that's lacking is a little balancing (the dragon seems a little overpowered, for example), but it's thoroughly enjoyable.

Developer(+1)

I'm very happy to hear you enjoy the game.

I also couldn't agree more with your comment on the game balancing, and it's something I wish I had a bit more time to spend on, and is definitely one of the first things I would want to improve. I think you're right about the dragon being overpowered, though I feel like it may be that monsters with high attack are significantly more powerful than the others, and is something I would need to consider in the future.

Submitted(+1)

I love the art style. Papercraft enemies and characters was a great idea. The game froze on me after the first battle, but it’s probably because I tried to run on Linux using Wine. So, I can’t give an honest rating since it was probably a technical issue on my end.

As far as graphical style goes, you’ve got an amazing thing here. I would recommend some visual effects during the battle so it’s easier to see what the enemies are doing. But great job in the allotted time of the jam!

Developer(+1)

I'm sorry to hear that you had issues running the game. I had wanted to have a web version but was running behind and didn't have time to get that sorted out. 

I'm glad that you like the visual style of the game, as I felt that was a very important part of this project. As for visual effects, I fully agree with you, and I would have liked to add visual effects and potentially attack animations to combat, but ultimately decided that it would have to wait as I didn't feel I had enough time to add it in.

Developer(+1)

If you're interested in trying to play the game again, a web version is now available.

Submitted

I gave it another try, it worked! This game is insanely difficult for me, but very stylish. I feel like the green monster is the best starter, due to its attack power. The whole game has strong Pokemon vibes and that’s a good thing, I think. Thanks for going the extra mile and making a web build!

Developer

I'm glad you were able to give a try. The game can be very difficult early on, but it does get a bit easier when you manage to get another monster. Unfortunately I didn't get to spend as much time on the difficulty as I would of liked, so it may feel too difficult at times.

Regardless, I'm happy to you were able to enjoy the game.