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Mnt. Nièpán (Unfinished)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun/Design | #3 | 3.588 | 3.714 |
Overall | #3 | 3.542 | 3.667 |
Music/Sound | #4 | 3.588 | 3.714 |
Graphics/Animation | #4 | 3.726 | 3.857 |
Technical | #5 | 3.312 | 3.429 |
X Factor | #5 | 3.312 | 3.429 |
Theme/Focus | #7 | 3.726 | 3.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
How did your team implement the focus, and optionally, the theme?
Immediately after finding out the focus of the jam, our team quickly got together and decided to make a Visual Novel style game. However, we wanted to make it more interactive, with traditional platforming elements and puzzles, spicing up the dialogue driven story. When we got the theme, we were stumped for a bit, but after a couple hours of brainstorming we managed to come up with a convincing link to "make it fly" for our story and mechanics. The story is intrinsically linked to flying, the main character having an airship that needs repairs. Thus, the entire goal of the game, apart from the learning segments, is to make it fly.
Team Size
Will you continue work on the game after the jam?
Which diversifiers did you use, if any? (optional)
Which parts of the game were NOT made by your team? (Including AI generated)
When it comes to assets that we didn't make, all of the art was made by our team. The dialogue font is Silver by Poppy works https://poppyworks.itch.io/silver. The nametags font is Lychee Soda by Font End Dev https://fontenddev.com/fonts/lychee-soda/. As for the music, proper credits for composer and producer are in the game credits. All tracks were composed and arranged by our team, with exception to the track "Heart of the Lotus" which contains melody obtained by chanting a Buddhist Mantra, credit to the Buddha ig. Some samples were used and are all royalty free. Only free instruments or instruments obtained in Ableton Live Suite were used. Horse Neigh: https://www.fesliyanstudios.com/play-mp3/6560, Waterfall sound by https://pixabay.com/users/soundsforyou-4861230/. All information on Buddhism was obtained using reputable sources or directly from Sutras. This team does not claim to be licensed or recognized religious teachers of Buddhism, this project was made with fun in mind, not a strict educational outlook. If you want to learn more about Buddhism, visit your local temple.
What tools did your team use to construct the game? (optional)
Game programmed and developed using Godot, art done in Krita, Music done in Ableton Live Suite and converted using Audacity, script written in Microsoft Word and compiled with Visual Studio Code.
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Comments
Unfortunately the game crashed here.
there's a (big)handful of issues with the web build currently, lots of reports of it stuttering when breaking the first lotus pod, but this is the first I've heard it fully crashing at it, will look into this
This is very nice, I love the art and the style of it, and the writing is great. I really like games that combine multiple game modes, so that's something I really liked about this!
LET'S GO LESBIANS
This was a really cute game! I was raised by Buddhists for a time, so it was quite charming to see the religion explored in this. The plot setup is nice, the characters are lovely, and I found the actual game play enjoyable.
Like the reviewer below me, I do wish Ming-Hui had more of an active role in the journey, but I completely understand why she didn't given the circumstances. I also felt like the jumping was a little off, but otherwise this was an incredibly delightful experience! And very very well fleshed out for a 10 day time limit. Please keep up the good work!
This game is pretty sharp- though I stopped playing at the Sudoku section since I couldn't figure out what the clear condition was, even after managing to make all the numbers in the black squares turn red. The platforming feels pretty good to me despite the very short jump height. Though it is odd that Bao's wall jump has better height than her regular jump; it's usually the other way around in most platformers. Not bad, but unusual. When I got the boiler, the velocity changes seem pretty odd as well. Going down is an almost immediate change in direction while going up is very gradual by comparison.
Outside the platforming, I thought the VN portion was nice and I like the backgrounds and characters. Though for being an explorer, it does strike me odd that Ming-Hui, some one looking for adventure, doesn't tag along with Bao. I think it could be more interesting to hear about Buddhism from someone who was troubled and turn to that path- which I think would nicely entwine Bao's own story and what she learned.
Red sudoku tiles are to highlight errors, the clear conditions are normal Sudoku rules, no sub-grid can have more than one of each symbol/number, and neither can any row or column of the overall grid
Please continue working on this game! Loved it! <3
I'm also a Buddhist myself and I find it really refreshing to learn more about my religion through a video game.
I wonder why it's the goat that goes on the adventure instead of the main character. A very interesting choice.
The only issue I had was I was stuck at the second Sudoku Puzzle. (I'm so bad at Sudoku so it's kinda my bad). Is it possible to add a hint or something in the future development?
If it's okay for you to share, how do you make a precision platformer like this in Godot? Is there a tutorial you recommend watching for making one? :D I'm also using Godot as my main game engine!
We definitely plan on continuing to work on this!
As for how to make a precision platformer like this in Godot? I know Heartbeast has a series on platformers in general, but at this point I've fiddled with 2d platforming mechanics in one way or another for as long as I can remember so I haven't referenced anything like it in a long time so idk how good it is, but knowing the channel its probably solid. at least three entire days were spent getting Bao's movement to feel the way I wanted them to so, a lot of it is the fine-tuning and Quality of Life stuff like Jump Buffering, Coyote time and corner clipping.
I would like to second Heartbeat's content. It's what finally got me going with using Godot.
The game was fun, but obviously still a work in progress.
The theme and focus are implemented in a simple and obvious manner.
I like the teaching sections, they're very calm and direct.
While the platforming sections are incomplete, I like the concept of infinite cycles being literally represented among the fauna; every plant is destroyed and reborn.
My only note, beyond the game being unfinished, is that the jump seems very short for a platforming game.