Play game
Midnight Pumpkins Uprisings's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story/Narative | #2 | 3.523 | 3.667 |
Audio | #2 | 3.843 | 4.000 |
Overall | #3 | 3.459 | 3.600 |
Visuals | #3 | 3.363 | 3.500 |
Overall | #3 | 3.363 | 3.500 |
Gameplay | #4 | 3.203 | 3.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Echoing what others have said about movement and hitbox, I think a potential solution to both is to reduce the size of the hitbox to include only character's legs, and not the head. As it is now, the hitbox represents a tall character lying horizontally into the Y-axis of the environment, but this is a simulated 3D environment where the character should be standing up, extending into the Z-axis.
For some reason the aesthetics of the door flanked by candles indicating progress struck me in a very positive way. Nice touch.
I enjoyed the game. Thanks.
That was worth the wait! :) Congratulations on getting the entry in.
I wish the pumpkin had grown shorter legs, as I did find it tricky to sneak through the hallways with such a big hit box. I did ok until the room with the vampire and ghost, though it seemed like I should have expired sooner since some of the projectiles just stopped?
It was a fun little game that reminds me a bit of the first Zelda. The mansion exterior is a nice touch that adds to the into/outro blurbs.
Great job!
I want to add that absence of diagonal movement wasn't the only problem with movement difficulty, but also they way input is handled too - if you hold one movement button and then press another - it'll be ignored instead of taking priority, this makes movement very unintuitive and clunky. But it adds to game difficulty, so navigating around corners becomes a challenge.
Hello there, thanks for your feedback ♥!
I totally agree, and I don't like how I made the movement either. Controls shouldn't be a hastle, I experimented with new ways of coding 4 directionnal controls, but it's definitely not the best way to do it, it would need a total rework ^^'
I also had trouble with the movement and I think I occasionally got stuck on corners, though maybe that was because I was trying to swap between up/down and left/right too quickly. I suspect that might be the case because I noticed it most when trying to hurry around corners to miss fireballs.
Super fun game! Not being able to go diagonal made it a bit difficult to maneuver pumpkin man. The ghost not harming you was an interesting design feature, because the guy was quite distracting when fighting the vampire. The vampires felt a bit robotic, not moving around and all, but they were still fun to fight.
Hello thanks ofr your feedback ♥
The ghost should have had a different behavior actually, but no time to do it ^^'
The controls sucks indeed. I wanted to have retro-feel stuff but it just doesn't work.