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The Darkness In Our Minds's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.000 | 4.000 |
How well does the game fit the themes? | #1 | 4.538 | 4.538 |
How much do you enjoy the game overall? | #2 | 4.077 | 4.077 |
Gameplay | #2 | 4.231 | 4.231 |
Audio | #8 | 3.538 | 3.538 |
Visuals | #15 | 3.615 | 3.615 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
All three hours!
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Comments
I really liked it, deeper than I expected, heheh. Congratulations on the great work.
Very neat little idea, also nicely implemented. The only major complaint I have is that the controls could feel a little tighter, but I know that platformer controls are hard to get perfect and three hours is a short span of time. All in all, pretty strong entry, well done!
A lot of great stuff for three hours of development!
Wow Kenny, really great entry! Nice minimal art, I like the ambient music and the sound. The game is challenging, strategic, and fun. I really actually think you should expand this one into a full game, I'd buy it!
Minor things I would tweak if you keep working on it:
1. Coyote time (a small bit of hovering past the collision data on a jump)
2. Auto-start the level once the player's put down all the torches
3. Gravity is a bit brutal, maybe turn it down a bit
4. Make the player's movement acceleration based, rather than if (KEY_W) { player.x -= 2}
Right now, this is my game to beat for the week, really well done! 23/25 stars
Thank you for the detailed feedback! It means a lot to me that you think it's so well done - I wasn't really feeling all that good about it during development, so it really lifted my spirits.
Regarding point #4, why do you think the movement would feel better if it were acceleration-based? I don't think most precision platformers do that (or if they do, the acceleration is incredibly quick). I'm reusing a character controller I wrote myself, so I could easily turn on the acceleration, but I thought it would be better without it.
Hmm, I think you're right that it's maybe a quick acceleration and deceleration. And I think also more limited acceleration once the player is in the air. Let me check a couple games and get back to you.
Ok, I went and did some research:
1. Mario Bros 3 (not really a precision platform, but anyway..)
2. Super Meat Boy
3. Celeste
I was actually a bit surprised to see that was the case in Celeste. So it seems like the answer is: SOMETIMES :P follow your heart! I still think gravity should be reduced ;)
Wow, thanks for the in-depth research! I'll take it into consideration as I refine this. I don't think I've ever actually made a platformer except for test projects, so I'm happy I could get it mostly okay in this short time
I also never have. Maybe I'll do one for an upcoming trijam!
I like a lot the 2 phases gameplay. Nice idea and well made for a 3h dev. GG!
I'm glad you liked it! I wish I could have gotten more levels made. Thanks for playing!
Oh no! Yes, you're correct - the torches are supposed to be placed down in the spots you put them. It was working just fine in my local build. I will upload a bug fix sometime tonight. That's what I get for not testing 😅
I fixed the bug - I forgot to export the file saying how many torches you get per level, so it thought you only get zero... I'm really impressed you made it all the way to the last level through sheer memorization! That would be an interesting twist, but my original concept was to only make you memorize small patches of dark of your choosing. 🙂 Thanks for playing!
very hard game, but really enjoyed playing it
There was apparently a bug that was in the game because I forgot to export a file related to the difficulty curve 😅 It's been fixed, so feel free to retry it, if you would like to see the intended experience. Thank you for playing!