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Lost Souls's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #19 | 3.778 | 3.778 |
Horror | #28 | 2.944 | 2.944 |
Story | #39 | 2.611 | 2.611 |
Enjoyment (Best Game) | #49 | 2.778 | 2.778 |
Sound Design | #70 | 2.444 | 2.444 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was a nice Jam! Congrats everyone! We updated the build.
Changelog:
- Levels 1 and 2 resized
- Increased dragging movement speed
- Added a map shopkeeper mechanic... Look for him in the safe zones
- Sound settings added
- Hold ESC to quit
- Saving issues fixed
- Final level audio issues fixed
- Minor bugfixes
Thanks for playing and hope to see you again!
One of the best of the jam
Thank you so much! Glad you enjoyed :)
This is one of my favorite entries, the graphics are on point, it gave me a luigi's manssion feeling, while the sounds were very serviceable, the story was also interesting without it being too intrusive, and the puzzles were really well design with the colors.
Suggestions:
-Having a many system right away so we are able to quit game or adjust sound and such would help a lot.
-Sometimes the areas felt a bit too big without them having any sort of meaning, instead tigther spaces with more details could be more interesting, and giving the monster a bit more personality as well.
-Story could be improved in the way its portrayed, maybe with some images, text and music, it would bring more impact to the moments.
-Some more polish.
Overall, is a great experience and very fun game.
Thank you so much!
It's really important for us to get such feedback - regarding your points:
We already have a version which has refurbished UI (quit game, sound adjustment), levels 1 & 2 resized and a minimap shopkeeper mechanic added :) We're definitely planning on expanding the game, right after we finish our main project.
I'm really glad you enjoyed the game! Thank you :D
/Clavertus
Phew, it's obvious there's a lot of care and polish on this one, but it looks like it's on everything but the core gameplay, which isn't quite strong enough to carry it. The creature design is excellent, and I love the use of lighting effects to convey tension. The bloom-y menu around the soul fragment upgrade screen is kind of a neat effect too. The whole leveling up concept is pretty fun and maybe the game would be better served by a lot of small levels rather than four absolutely huge ones. (though to be fair, to combat the big dungeon size, I just dumped all my points into speed). Anchoring is much more interesting than dragging and I could also see the enemy population going way up as long as the distances went down. It seems most enemies are neutralized by hiding behind the pyramids though -- not sure if it's a los or pathing thing, but they tend to ignore the player on the other side of one.
(definitely been there with the time crunch)
Thanks for the excellent feedback!
We were trying to go with a 'you're vulnerable' feel when dragging the relicts, although it backfired heavily :D Our earliest version allowed the player to use the anchor when dragging the relicts which drastically shortened game time (25 > 10/15 minutes, dev-time). All in all, there's a lot to be done as we plan on expanding the game, redesigning the levels to fix the UX and adding some more spicy mechanics.
The enemies ignoring the player - it's a LOS thing, we decided to keep that in the game for now and hopefully come up with something creative in the post-jam build :)
Thanks for playing! Your feedback is noted :)
Really cool game. The machanics are really cool and well made. the game also looked really cool. My one and only complaint would be that the transition from the main menu to the game takes a long time. But besides that,
Great game. Keep it upโฅ
Thanks! I'm glad you enjoyed :D
Such a sweet game. I had great time playing it from the start to finish, and surprisingly learned fast and naturally (so to say) how to utilize my abilities the best. Don't get me wrong, the tutorial was nice introduction, but it left me little confused on how the anchor ability worked and how I could use it against the enemies, but soon as I got to encounter couple of enemies I got a better understanding of it. Still though, you can see that some actual thought has gone to the mechanics here, everything is working out well together and feels like a solid package. I loved how you could upgrade your abilities too, rare to see, but it really gives that worth to exploring. Although I only invested twice in range and rest to speed, it felt that I had some control over the way I wanted to play. And the change in lighting/etc when monster is near is great! I loved the look of the game overall too. I think minus parts for me in the actual mechanics and gameplay loop is that dragging the pyramids takes a quite while, and going into a wrong direction can be easy, but I wouldn't say it's necessarily 100% bad thing either. Dragging, especially if I noticed I had gone wrong route and there wasn't any enemies patrolling, was quite a chore lol. It was just me, the shuffling of the pyramid and silence of the level. Which brings us to the one thing I would love to see, or hear: Some ambience sounds and more sound effects in general. Honestly speaking, if the game had minor sound effects here and there, menus, ghost making fun small noises, enemies making scary noises, etc, I'd say your game was pretty much done deal and golden! I think you all have done excellent job so far, it was a tense, spooky, fun and surprisingly wholesome experience for me. Bonus points for the small notes you get during the game, it was fun reading them when I was chilling in a safe place!
And on a complete other note: I did kinda "cheat" the level design, I think the levels were pretty nicely designed, but some barriers/blockades in hallways were easy to just walk through. I assume it was not the point, since the character was stuttering like a mad, but admittedly it is a fitting ability to have for a ghost. So I think it was the 2 or 3 level where I just dodged the enemies constantly by going through the barrels and at point forced one pyramid to come with me over the barrels. This is not a minus or anything, it made things easier for me in the end, but I'd like to note it in case you want to patch certain places to be more solid or something ^^ Or maybe it's a feature, like said, it's a fitting ability for a soul.
Thank you very much for your feedback! :D
We were actually pretty bummed out after recognizing the issue, as we were running out of time (two all-nighters in a row and c.a. 6 hours left). We've made a biiiig mistake by making the main gameplay loop too tedious, and we couldn't fix it in time, as it would either mess with the upgrade system or require us to make 3 levels in the span of 6 hours :D
Generally speaking, we wanted to convey the feeling of suspense and dread by making the player fulfill a seemingly easy task. Like how hard can it be to drag one thing from point A to B? Well, then the strategy comes into equation. You can't block your own escape path in the narrow corridors, you need to have an anchor in case of an emergency, etc... Our prototype version allowed the player to teleport back to the anchor while holding the Relict, which drastically shortened game time (25-30 mins on a decent run down to 10-15) and we felt it was a bit too easy. Looking back, we probably could have shortened the anchor range and allowed the exploit, but that would require some extensive testing too.
I fully agree with your points. We've actually already made a version with smaller rooms, as we plan to develop the game a bit further. The audio thing is definetely a thing we overlooked, but thanks to your comment we'll take care of that :D
About the blockades... Totally intended. Totally. (it's definitely my fault cause I thought I fixed them but apparently not T_T)
Once again, thanks a lot! It really means a lot to us to receive such valuable feedback from the player, plus, you have no idea how much your comment uplifted the team :D We'll definetely take your experience into account while making a refined version. I'm glad you had fun with our little project! :)
/Clavertus
I've said a punch, and I will say it again, time limits are a curse and a blessing hehe. But for real, it's not easy to make well balanced game, and I really think you managed to pull off what you were going for. While I do think the dragging distances are a bit much, I still think you managed to get that tension in there! I felt like I had to pay attention and always be prepared in case. It's just matter of fine tuning I think, so exactly as you said: extensive testing!
Good to hear my feedback was of any use. I'm such a sucker for game testing and love doing it, so I usually also tend to go full speed while writing and start to ramble a bit hehe. You guys are on the right track! Good luck for the future development! ^^
I feel like this game calls for pattern enemies - instead of random roaming. Plus you can easily save state run into q dead end save state out and lose the enemy. I'm sure the mechanic was based on taking more risks, but I found myself not even a little bit worried cause I could outplay it. Besides pattern based enemies are a puzzle in themselves and you can use the save state mechanic to change enemy state patterns and open up different choices on the map. Its also creepier because it becomes a logic thing that can even trap you into scary situation if you port into a dangerous place that change since you last saved the spot. The way it is now is simple, but I'm torn between wanting to explore or solve a puzzle. the other way the exploration can be scouting and the puzzle probably shouldn't be so large or should be segmented either way. Level being too big makes me lose interest because its too much work too fast.
Hmm, interesting take!
We actually do have a certain sequence that the monsters follow. The behaviour tree has two main states: wander around patrol points, hunt the player regardless of the position (and hide, in case of the trap monster on levels 2 and 3). I believe the levels being so vast are the reason why that behavior might not be clear. I agree on the point that we made a critical mistake by making the levels large, although we couldn't do anything about it during the final hours of the jam. Changing the movement speed was also out of question, as it would mess with our upgrade system. We need to manage time better next time :D
It's definetely a thing to consider during future releases of the game, as we plan to develop it further (we actually have a version with smaller rooms already). Thanks for your very detailed feedback! It's comments like these that push us further into making better games!
Thank you very much! :D
/Clavertus
I wonder how it would play zoomed out.
You build a nice atmosphere and I like the monster design.
Also avoiding it has some nice strategy to it, with luring it out of the way by using the soul anchor.
Unfortunately I think the levels are a little too big and the main gameplay loop too simple. The levels got very vast and just took very long to complete, so I didn't have much motivation to keep doing it after the second level.
I like the upgrade system though, even if speed seems like the best option to me, I might be wrong tho.
Thank you for the feedback!
I agree, the issue really bugged us too, unfortunately we weren't able to fix the UX in time.
It's definetely a thing to consider in futher release of the game! Thank you for playing! :D
P.S. The saving system allows you to pick up the game from where you left. Feel free to revisit!
The anchor cooldown upgrade might come in handy during the final battle :D
Cool! I enjoyed this. Game game builds suspense in a nice way by not revealing enemies to quickly. The mechanic is interesting also. My only complaint is would be that the movement feels a little slow when dragging the thingies. Well done!!
Agreed! It's an issue that really bugged us during playtesting, but we had no time to resize the levels and/or change the movement speed, as it would mess with our upgrade system.
Thank you for your feedback! Hope you liked it! :D
I really loved the feel of the map! the art as a whole was really nice it all added to the feel of the game really nicely. I think the music could have been a bit louder as I forgot it was there entirely if i didnt focus on it.
I feel you had to drag the relics for a very long time it woulda been cool to see a more interactive puzzle or something but i understand we didnt have very much time but for the time allotted i think you did an amazing job!
I really loved the filter when you got near the monster too it was a really nice touch.
Overall I thought this was a really cool breath of fresh air especially the reflect mechanic!
Thank you very much for the feedback!
Yup, we realize there are some issues, unfortunately we were on a crunch and we barely finished in the time limit, even after pulling two all-nighters :D
Once again, thank you so much! Hope you enjoyed! :)
Seriously was an amazing experience I'm very glad I was able to play! keep up the amazing work I know you guys can turn this into something great :D
Nice work with lighting and normal maps!
That monster gave me real chills :)
It did get tedious dragging the relicts around though, so I didn't finish level 2. Also, considering the amount of time dragging them around, they could have had a smoother audio loop.
Impressive to squeeze in upgrades and stuff in this short period of time.
Impressive entry, well done!
Thank you very much!
Sure, the design of the levels is definetely a thing to take care of in a future release. We joined the jam late so let's say we could have put more thought into UX :D
We really appreciate the feedback, thank you once again! :)
I like the ideas you used for this with the ghost mechanic. Would like to see a future release of this
Thank you!
Yeah we definitely want to enhance the game with more mechanics, monsters and puzzles in the future.
But well, we made it in 4 days, so not all ideas will fit in such a deadline :D
Yes! Would be nice to build upon this, has potential
Quite pleasant atmosphere. I felt like the pushing segments were a bit lengthy, but overall game was a nice experience.
Thanks for playing and feedback!
The level design was done in rush, but we will reconsider some stuff after jam is finished :)
Beautiful game! Love the mechanics of having that "safe" point to return if you don't go too far. I want to try more games, but I will return to this one, once the voting period is over. Excellent job!
Thank you so much! Have fun :D