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Core Runner's itch.io pageJudge feedback
Judge feedback is anonymous.
- I really liked that art and sound. It really fit the dystopian theme and gave it a feeling of pressure the game wanted the player to feel. After reading the story a bit from both the description and GDD I had fully expected to feel more connected to the character. I also expected more then 1 level because you asked me to pay attention to the tutorial and go to the end of each level. I was kind of sad when I found out that it was just the Tutorial and the 1 level for the game. I didn't get the feeling of the main character being the weapon outside of surviving big jumps and jumping from ledges. Even though it had left me wanting more I did feel that this game has the potential to be more then it is in it's current state. Suggestions: - Add 1 or 2 more levels before getting to the secret weapon. - Add some kind of enhancement for Kaiya to show off their enhanced arm. - Some enemies or danger outside of forgetting to roll when doing a big jump.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1OYQxXWeZri-1i30P8sFRqK52-kGrXl557dmuuaMm8qw/edit?usp=drive_link
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
It's a 2D runner game, you controlling Kaiya.
You can Jump, Wall jump, Ledge grab and roll.
Controls: Arroy keys, spacebar.
Main focus went to learning Godot, Animation and story.
Please explain how your game fits the theme:
In Core Runner, the protagonist Kaiya is the key to salvation. Infused with forbidden technology from childhood and getting a robotic arm, her very existence is a living weapon. As the only person capable of operating the rebellion's ultimate device, Kaiya must make the ultimate sacrifice to destroy the company's oppressive empire. The player's journey about embracing the realization that Kaiya herself is the weapon that will bring justice and freedom, no matter the cost.
“The only way to truly destroy your enemy is to become what they fear most.”
Is there anything you'd like the judges to pay particular attention to?
Please play the tutorial first
And go to the very end of each level
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Comments
Nice game! The character was fun to play as and the animations were good too. I even liked the audio. Some things I would recommend though are:
- Coyote time (this is commonly used in platformers to give some sort of leniency to players to make the game feel better)
- Make the height where you have to down roll higher. I enjoy the roll as a mechanic, but you currently have to roll in some areas where it feels like the player shouldn't need to.
- Separate foreground and background. Someone else also mentioned this, but in the last part of the main level where you have to go inside a building, it looks like at first you need to jump over it. I was fully expecting to have to wall jump to get back up when I missed, before realizing that it was the intended path.
- While the animations are good, the pixels seem to jitter when you are running. Also, when you are rolling with low speed, the animation just switches between standing and a roll frame which looks funny.
- Keybind for restarting. Currently, you have to click restart on the death screen with a mouse. Since the game doesn't use a mouse to play, it would be more ideal for the player to hit a key such as 'r' to just quickly restart the game without having to use their mouse.
I know that might be a lot, but I did enjoy playing your game. I think some quality of life changes would improve it a lot. Celeste is a great game to learn about what makes a platformer feel good, so I would recommend checking it out. Good job on your submission!
Congrats on completing the jam! I managed to complete the tutorial and the main game.
I really liked the movement. I felt the speed at which you moved through the world was good. And when the jumping/parkour worked/combo lined up with the movement well it felt good. I think that if you spent some time refining the platforming movement it would feel really good (ex. Coyote Time, Collisions, Fall Height, Invincibility Frames, etc.) I also think the distance the camera was from the player was good.
I think the music was appropriate for the setting and the story in the game - it was a little scifi sounding and empty/melancholic. Would've been nice to have some other SFX.
I'm not sure if the 3D as pixel art really came across successfully - partially because of texture and how shadows are rendered. Would recommend looking into "A Short Hike"'s rendering could help with inspiration for achieving the 3D pixel art look. I believe they did break downs somewhere on the internet.
Otherwise ran into a couple bugs:
Great job!
Hey!
First of all thank you very much for your detailed feedback and your time.
I am very happy that you liked the movement, music and the story
I plan to refine the movement and add wall run and slide
I agree that the visuals did not came cross, with my play testing there are places where players did got confused on what they can climb or got stuck on a wall. I'll look into your suggestion.
About the bugs you found
I'll tune the height that the player needs to roll from and will add second chance for the player.
I did fixed the WASD movement
The last bug happens when the player stopped and the center of the player is over the edge. It is fixed
Again thank you so much for your time and feedback. I really appreciate it <3
Heya! Wanted to say that I really like the game! A lot of it feels good (animations, general movement). Small bug I noticed is that I can type in the cutscene text, which I suspect is unintended. Apart from that in some cases (in the tutorial section fe.) there was a building that I thought I had to climb / jump up against, but when running against it I found out it was a background structure, this could probably be clarified a bit more.
Last and most important is that I'd highly recommend looking into coyote-time / coyote-jumping, from the playtesting I felt like that wasn't implemented yet. This video from GameMakersToolKit covers it in the "Player Forgiveness" section (9:29)
Hey!!
first of all, thank you for checking out my game and pointing out bugs like the text, I am shocked that this is possible lol.
you mentioned great points to improve the game and I saw the video from the beginning, a lot of great tips are in there.
This is my first time using Godot so there is still a lot of learning to do!
Rolling when hitting the ground is pretty fun. WASD controls kinda work but i think you didn't bind S to roll. Have to use the arrow keys. Thanks for adding a tutorial. Great job!
When I mapped the key I was aiming for the arrow key and not WASD tbh.
so I am surprised that WASD is working at all xD