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Shadowfey's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cleverness | #220 | 4.667 | 4.667 |
Theme | #233 | 4.000 | 4.000 |
Playability | #244 | 4.333 | 4.333 |
Artistic Style | #885 | 3.667 | 3.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Really fun puzzle. Manipulating objects to block damaging light is a creative solution to the games problem. Music is very relaxing. I found myself losing a lot of time just trying to find different solutions. Make more games!
- What a fun game, it's really challenging and gives me a lot to think about. I was able to break it a few times, but nothing some testing and bug fixes can't do! The music was very nice, and it was almost relaxing to play. A tutorial level might be really good to help people really figure out how to play!
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
The game just uses left mouse click and left mouse click-drag-drop for controlling the position of things, and spacebar for a quick death if you want to retry faster.
It's a simple single screen puzzle game that involves moving objects around a level to cast shadows/light and have objects move in a way that lets your Shadowfey character make it's way from a start to a finish.
Shadowfey is affected by different colors of light/shadow with different mechanics, so navigating a puzzle can often be a recipe of positioning things for the right colors and shadows to be cast. The game teaches these mechanics as part of the level progression.
It's casual friendly; you can attempt a puzzle as much as you like, there are 26 levels total, with about half being teaching puzzles the other half being challenge puzzles.
It also includes a level editor (the one i used to make the puzzles) so you can make your own puzzles and share/store/import them as a copy/paste-able string.
Enjoy!
Extra Notes
Thanks for running the jam, this was my first dabble with gdscript (had to for the Godot web export), and it was fun iterating on this and watching people play test it.
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Comments
graphics/assets could use some polish, but otherwise this was an incredibly engaging puzzle game! Music was nice bright and cheerful, love the challenges. Minor bug I found-if you place a flag behind the menu button, you are doomed.
Very clever game. I like the low-res aesthetics and music. I like how each level introduces something new. Also really like the music done for this. Did you make that track?
I wish i could say i did, but no, i licensed the music from https://fsmteam.bandcamp.com - i have played around with making synthwave stuff before, but im still very much learning and didnt have time to make a full track for the jam.
I did the sfx, which are pretty basic, with famistudio.
This game is officially way too smart for me. I made it to level 14 but I had a damn good time doing it.
The art and visuals are simple but effective and read extremely well, which is exactly what you need when your game involves precise movement and control of light. The menu is really squished however and pretty much unreadable and without a fullscreen option I'm not sure I could even began to attempt to understand the FRICKEN LEVEL EDITOR? Hello, wow imagine being able to build something like that into your gamejam game for people to make and SHARE levels. Amazing.
The audio is great the music has a nice balance of chill and beat to keep me engaged and the SFX are retro crunched to hell which I like.
The gameplay and mechanics though are just on another level, they are absolutely dialed in to perfection and the systems and integration with the character are simply amazing. The gradual increase in difficulty and mechanics was great I just wish I could have beat level 14. I couldn't figure it out at all!
Overall a seriously impressive and mechanically robust puzzle game that boggles my tiny little mind.
Awesome puzzler about controlling the shadows!
Overall, a great little puzzle game :D
Very clever puzzle design, I like it! You did a great job at gradually introducing new mechanics level by level, and making it more and more challenging. The menus felt a bit squished, a bigger viewport or full screen mode might help with that. But for the game itself it was fine. Also, great song choice and loved the little lore text in the description - Shadowfey is a good shadow! 🖤
Wow, really cool puzzle design!! The first puzzle with a blue light did feel awkwardly precise, but other than that I found that the puzzles were nicely designed.
Got a little past the introduction of the purple light, had a good time with some of the puzzle designs. There's a lot of cool potential here.
amazing implementation of the theme!
the gameplay is really fun and I don't like puzzle games, so that means something!
some feedback:
1. I feel like the art is too blurry, i dont know if thats because you didnt change filter to "closest" or because you tried to draw shadows
2. there are too many elements on a small screen, I think a quick fix is just to make the viewport larger
3. I think the level names should have their own screen and then transition to the level it self, becuase right now its jumbles together with level and creates a mess.
overall amazing concept, you should keep working on it, and you might even wanna think about releasing on mobile as well that would be perfect for this :)
I got stuck at the “one step forward” stage for like 20 minutes. I don’t know what I’m doing wrong. I would like to play again sometime but it feels like I’m missing something. I made sure I read the description and everything but still.
Very creative use of the themes.
thanks for giving it a run!
!!!spoilers!!!
one step forward... two steps back - it's a cryptic clue to use flag 1 to go forward and flag 2 to go backward
Weird, I did try exactly that too. I will try again today.
Yeah the current design is using floats (decimals) for lots of things and that means it is very sensitive to particular positions etc. which means as a player after you solve the puzzle conceptually (ie. you work out what you need to do), you still have to experiment with the meticulous positioning of things to get the particular area that works out. So it favors a playstyle of lots of retries and experimentation, but i think with more dev time i could find a way to quantize the solution space better so it's not so finicky.
If you really get stuck and you're positive you have the right solution, but its frustrating to find the "right" position, you can use the menu to go into edit mode and just remove some elements so you trivially solve it to see the next puzzles.
very fun, would play a full version. font needs antialiasing to be turned off. 8/10
this was fun! I actually quite enjoyed the puzzle solving. I can kind of see how alchemy comes in with colors, so I like the idea. Sometimes the UI was a bit hard to read, but it's just a game jam, so totally fine!
Honestly a very solid entry.