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Under a Beating Sun's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #1 | 4.857 | 4.857 |
How well does the game fit the themes? | #1 | 4.929 | 4.929 |
Gameplay | #2 | 4.286 | 4.286 |
How much do you enjoy the game overall? | #2 | 4.214 | 4.214 |
Audio | #2 | 4.214 | 4.214 |
Overall | #2 | 4.500 | 4.500 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
Originally made in 5 hours, but since then I've added polish, for a total of ~10 hours.
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Comments
This fantastic! Art style is gorgeous and sound effects are perfect. The way the tiles move in is really satisfying. Resource management is great with adequate resources available even with the procedural generation. My movement input is occasionally missed but it didn’t really get in the way of the experience.
Excellent! The visual coherence, the atmosphere, the effects: they all work superbly well.
I love the way the tiles appear and disappear. The effect is simple and very pretty.
Not to mention the gameplay, which is very good. The coyotes that bring down the number of bones is well thought out.
Thank you so much! I' happy you liked it! :D
Is the distribution of the various elements random?
And is there a limit to the size of the map?
There is a 50% chance of an object spawning on a tile, and some object have a higher chance of spawning (fx mountains) but it's pretty much just random.
And yeah, the world goes on forever :)
Excellent! You've chosen the right numbers for randomness, as it seemed balanced the 4 times I played.
I really love the heartbeat effect.
Some have already mentioned, help movement you could also highlight the current tile select, with red being unavailable move, and green for an ok move.
This is my personal favorite so far, though I do wish there was more than the one level!
The world i randomly generated :D but yeah, there isn't much diversity
This was really cool idea. Well executed.
Great game. Love the art and the sounds!
Excellently polished. I'm sure this will be the fan favorite of the jam. I love the concept and it's well-executed. I thought the watchtower was a particular bit of design genius - in a game like this, it would be too easy to get yourself stuck in a corner or go circles without finding a way forward.
The one nit-pick I would offer: between the pulsing and the character moving, it's just a bit tricky sometimes to click on the tile I want to go to next. 95% of the time I don't have trouble, but especially when I'm trying to make quick decisions, it's hard to click correctly when it's moving around so much. I can really only think of two things that might help the movement a bit without sacrificing the juice of the pulsing:
Very slick game! I keep coming back to play a round or two in between rating the other games (and keep editing this comment because I keep thinking of more to say)!
(Also: yay Godot 🎉 I hope to learn the secrets of polish like you one day)
Thank you so much for playing! And the amazing feedback :D
I agree with you, I sometimes miss tiles too. I was thinking of snapping the 'aim' to the nearest walkable tile when you click, so that small miss-clicks don't feel punishing.
And a bit of chromatic abberation is a great idea! For that extra bit of 'umph' without shaking the screen all over.
I'm hoping to give the game a small update today (even tho it goes against the vision of the jam a bit).
The game is very clean, easy to handle and I like the effect on the camera, good job
Amazing! Really well polished and nice to play. I loved the heartbeat and the rush it causes, it really adds to the immersion of the game and makes the game a really fun experience!
Thank you! Glad you liked it :D
I Like your game and fro 5h it is a wonderfull product that fels polished and has a nice intro with simple rules that you pick up quick. I would reduce the pumping effect ust a tiny bit, to make the experience a bit more flowy and less panicking, but i think that was your intention and as sutch, works rely well to build up tension. Mybe just start it soft with the watermeetre at 0.75 and remove the visual guide to get the tension from the fakt that you dont knwo how close to death you are.
Over all a wonderfull product for 5h! Keep Going!
thank you so much! And great ideas! Not being able to see the water-meter would really amp up the tension, and reducing the zoom is probably a good call, as to not distract the player too much :)
Thanks for playing!