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A jam submission

The PsychopompView game page

Submitted by VinnNo. — 9 days, 9 hours before the deadline
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The Psychopomp's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#14.6004.600
Story/Narrative#24.0004.000
Overall#23.5753.575
Music#23.9003.900
Theme#32.9002.900
Sound#43.5003.500
Overall#43.9003.900
Art Challenge#42.5002.500
Playability#73.3003.300

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host

thanks for participating!, don't forget to rate the other games, and nominate your OGA favourite.:)

Submitted

"Aim down to get high.... what?!"  lol man this game has a lot going for it.  Thanks for the experience.  I commend your hand drawn animations... bad ass!  I have a controller and had a great time.  I tried the keyboard for fun and it wasn't that bad but could use some love.  

Only suggestion but I know that time is limited when jammin':  you have solid animations.  When pressing left to right, right to left - have a 2-4 frame animation of the character spinning to that direction.  

Submitted

This game is so much fun. The art-style is perfect and I love the cutesy but dark atmosphere. One thing that I especially liked was the enemies. They were all unique and they all had beautiful designs. I do have some complaints though.

The shooting/charge idea is very clever, however it has a long cooldown and the charge takes too long to fully charge. There is one corridor with one of those smiling minions that runs toward you where it's impossible to not take any damage. There's no room for me to jump over him and I still take damage if I do the dash/dodge attack.

The camera is small, and makes the artwork look blurry and it loses some polish. Also it's very easy to dash into enemies that are out of the camera's view.

There are no checkpoints which is frustrating since you have to watch the entire beginning cutscene again and again.

Developer(+1)

You know? I've been doing a bit of digging around on keyboard controls for a platformer, throughout production, and today, I had a look at reviews instead of just what bigger titles use as default. The bigger titles all say controller recommended and it's clear to me why this is: You can make a controler interact with the game more (eg vibration, button press sensitivity, analogue stick thresholds setting acceleration rates etc), where as keyboard buttons are simply true or false.

Anyway, a computer and keyboard are like a married couple, which is a simple fact that I overlooked. In hindsight, I probably should have put more focus keyboard remapping functionality, instead of all of the effort I put into controllers (analogue thresholds, button sensitivity, lerping vibrations etc). Based off of the reviews on steam, a lot of people have very different (and passionate <.<) ideas of what even a default control-scheme should be on a keyboard(eg some people think space should be jump, some think j, some think mouse click(what?), some think the up arrow). While this has been something of a disappointment to some of you, I apologize for the approach I took but I definitely have learned something and will apply it to the future build. 

To give you some clue as to how controller focused I am, I built most of this game WITH a controller, literally. Controller Companion from steam, a 360 controller with a chatpad keyboard, sitting on my couch and building on a 62" tv lol When I run the game to test, the keyboard mouse functionality is automatically disabled (a default feature with Controller Companion) and I'm playing with a standard 360 controller.

Thank you very much for your feedback, everyone. It was very helpful.

Submitted

I love the animations, the gameflow and the artwork but the controls aren't polished is hard to play that game with keyboard...

Submitted

Nice game, like the art style and I got a pretty good hang of it on keyboard but definitely is better with controller like suggested, even though I typically like playing platformers with a keyboard. Great work in a short amount of time!

Developer(+1)

Thanks, man! Yeah, I put probably too much focus into the controller with this one. I'm not sure how it came out, but I tried to use the vibration as tastefully as possible, with how they approach the intensity and die off because I hate how a lot of games use it at full blast, max rpms. Probably just another example of how my time was misdirected lol

i love the game it is so cute haha 

Submitted

I know a controller is recommended, but I don't have one. And with keyboard it seems, I cannot advance. Hence I sad because I really wanted to try it out, because the artwork is just 10/10

Developer

Yeah, I forgot to include the "interact" button in the pause menu, when I drew it. It's C.

Submitted

The artwork looks fantastic, and I'll edit this when I get a chance to play the game. Sadly, there's no OSX or Linux version to play. It'll have to wait until I get to my desktop.

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Developer

I read about that in the bug reports on GM. It does that with ogg sound files if you don't have ogg players or at have them configured correctly or something... I don't know exactly what's happening there, but it wasn't something that came up on any of the devices I tested on :/

The saving/loading system was planned (I even drew the screen for it) but, alas, I didn't get that far.

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Developer

No clue, then. That's just something I read on the forums once and all my sounds are ogg. The windows sound is a default in "failed to read" cases.

But yeah, I'll do a save system. I just didn't have time or want to with game maker(the default save game function was useless in my case).  But yes, I've already started importing graphics into unreal, so the remake/better build is sort of underway xD

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