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A jam submission

TsukumogamiView game page

Posses, Eliminate, Survive!
Submitted by Nino, FlyFloof, TikTork, SchwarzerAdler — 3 hours, 32 seconds before the deadline
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Play Tsukumogami

Tsukumogami's itch.io page

Judge feedback

Judge feedback is anonymous.

  • An interesting action puzzler with room to grow. The possession mechanic felt fluid and fun but at times would run into issues on a restart of the level causing the spirit to start in a different spot than before taking time to get back to the main body. Quickly restarting levels you fail is also a godsend in puzzle games allowing for quicker executions of new strategies without getting bogged down by waiting for loading screens. The music was good, The GDD was informative and looking to change the game in the future. Overall a solid prototype, keep making cool stuff!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/195jTCVTLh9H9pEZRlhS16QEAMbkqlUlrHHWSMvDWkKU/edit?usp=sharing

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!
Tsukumogami is an action-packed platformer where players control a spirit possessing powerful objects and enemy weapons to defeat foes. Set in a dark, cyberpunk-infused world inspired by Japanese folklore, players must think quickly and strategically to clear stages by using the unique abilities of each possessed item.

Core Mechanics:
Possess enemy weapons and objects (e.g., samurai swords, turrets, mines) to attack enemies.
Possession leaves your body vulnerable, requiring fast thinking and quick reactions.
Perform abilities using Soul Points, which are replenished by eliminating enemies.

Controls:
WASD: Move
Space: Jump
Left-Click: Possess object/weapon
E/Q: Use weapon skill
R: Restart level
ESC: Pause Menu

Please explain how your game fits the theme:
The world is a clash between the spiritual and the mechanical—where ancient spirits manipulate advanced technology to survive. Become a weapon by possessing objects and eliminate everyone in your way.

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Comments

Submitted

Congrats on completing the jam! 

I think that this game could have a lot of potential and I liked the idea of possessing the weapons. The music was fitting for what you wanted it to be.

Some feedback:

  • On the second? level you have "hotel" written on a sign - or at least I think you do because the other two characters are "teru" in katakana - but the "ho" is written wrong so it's a little confusing. 
  • It would've been nice if the enemies didn't immediately charge at you when the level started
  • I found that I just needed to get the body in a safe place and then I could execute whatever plan I needed to progress. I feel like it would've been better if we had some stealth component and a range for the possession. That way you can't possess whatever in the level you have to be near by (i.e. move the body) but frantic possession to survive would only happen if you messed up your body position when possessing. 
  • I found that I didn't need to posses anything other than the samurai excluding when I found a bug. 
  • If I possessed a samurai and pressed e I would only get one swing - not sure if intended
  • Soul points weren't really a consideration when I was playing - maybe if the levels were more puzzle like I would need to be careful about them.
  • I would recommend looking into the Twilight of Edo level in Live a Live for a stealth/attack puzzle dungeon. You raid a castle and can choose to kill everyone or go in completely stealth, etc. Might be a good inspiration for why you may want to posses or kill enemies/items.

Otherwise great job!

Submitted

Very cool take on the theme, I wish the spirit possession was a bit more powerful so that you could move the enemy. I liked that it unlocked the abilities of the warrior, and that winning meant taking possession safely and using your points correctly (I failed a few times at the beginning). Restarting the level was implemented very smoothly, and that I could retry as many times as needed. Music was nice, and fitting for the game's setting. I think you did a nice job!

Developer(+1)

Thank you so much for playing our game! Your critique is definitely something we will try to improve as we progress. As this is just the prototype we wanted to implement the main mechanic and tune it once there was feedback on it. So thank you again for helping us out! :) 

Submitted

Interesting take. Def took me some time to figure out what I needed to do. For whatever reason the Q ability wasn't working on the first guy till I did a reloaded. Not sure. After that easy peasy. Could see you doing more with this concept with more creatures to posses and abilities!

Good job!

Developer(+1)

Oh, that’s not supposed to happen! Sorry if that little hiccup affected your experience, but we appreciate you taking the extra step to reload! We're planning to continue this project and expand it with more enemies and objects. :) Thanks for taking the time to play our game!

Submitted

It's a pretty nice puzzle platformer, although I wish there were ways to regen your spirit points.

Developer(+1)

Thank you so much for playing our prototype! And YES; right now you only gain soul points by defeating enemies - the stages are small, so there are not many ways to really play around with it  more. But we plan to add more content and refine this concept. Thank you for your criticism! :) 

Submitted

This is a really cool idea! I like how you combined a puzzle game with action and time pressure, it really forces the player to experiment and strategize. I'll definietly check out the post-jam update. And I actually don't think you need to explain what E and Q do in the UI - each stage will probably take a few tries anyway, so the player can try and figure it out. Great job on the game!

Developer

You're awesome! Thank you for playing it. As we are progressing with the game, we want to make this experience unique to the player. We do think it needs tweaking, balancing and overall more content so the player can experiment a lot more. :) Thanks again for your kind words! 

Submitted (1 edit)

This was a lot of fun! Felt smooth and I really liked the puzzle aspect of it! The art and music are great. The best possession-themed game I've seen so far this jam (and there's a few)! Very well done (:

Developer

Thanks so much for  your kind words! Really appreaciate it! ♥ We look forward to finishing this game and add even more content to it! 

Submitted(+1)

Interest take on the jam theme! Such a shame that there are just three levels, I guess time is never enough. Anyway, I like the style of the game quite a lot, the music choice is also great. Would really wanted the puzzle be less of brute forcing it through mobility but rather mechanics, but I guess being a platformer first puzzle game is not a bad idea either. I see the potential there and if it got more developed it would be a fantastic game.

Keep up the good work!

Developer

Thanks so much Kelvin! I promise there will be more levels in the upcoming update! We have a solid plan for this game and appreciate all the feedback we got so far. Just add it to your collection and you will be notified of the next release. If you have anything you would like us to add, remove or even reconsider, just hit me up. :)  

Submitted(+1)

I do agree knowing what E and Q do for the possession would be nice, but I was able to figure it out so there's that!

Developer

Thanks so much for checking out our submission! And you got a point: The UI isn't polished at all but we are going to do that for the next release. :)

Submitted

This felt like a time-based puzzle game.  I just had to figure out the order and timings and it would work. Some levels I could just spam Q and kill all the enemies. I liked the graphics and sfx. 2 main comments. First, the UI didn't scale properly (a minor thing). Second, it felt easy. Overall, a solid submission. Good work!

Developer

Thanks so much for checking out our game! And you are absolutely right: Getting the right balance in this game was hard. We've had a few friends play the game and struggle - others said it was too easy.

The UI is something we didn't really put a lot of time and effort into: Since it's our very first game, we tried our best to implement the main mechanics. But we are already adding the UI to our roadmap for our update! :) Thanks so much for your feedback.

Submitted(+1)

It certainly felt more of an reaction puzzle, being constantly on the verge of dying made it feel that I had to act very fast, even with the unlimited retries it does feel that you're always "in the moment" because of the ninjas running at you. This compliments very well with the intense music as well, I think you clearly nailed the vibes for this one 

Developer(+1)

Really appreciate that, Minenik! We wanted to keep players on their toes, so it's great to hear the tension and music worked together as intended. Glad you enjoyed it! :)

Submitted(+1)

Neat idea but possesion took too long for my tastes. I think it could benefit by being a lot more snappy. Song was awesome tho, that was my favourite part

Developer

Thanks for playing our game and your feedback, Froodle! We’ll definitely look into making possession snappier. Glad you enjoyed the song - our composer will love to hear that!