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A jam submission

Nimbus HeraldView game page

Submitted by Fabric Visions (@fabricvisions) — 5 hours, 42 minutes before the deadline
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Nimbus Herald's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#24.0004.000
Visuals#24.4554.455
How do you rate the game overall (you can consider fun, dev time, etc.)?#24.0914.091
Audio#53.6363.636
How well does the game fit the themes?#144.0914.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
3 hours

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Comments

Submitted(+1)

very cool visual and mechanics!

Submitted(+1)

Super pretty visuals and cool mechanics, I really liked that it was "turn based" for the enemies to move. I think buffering the player inputs would be great as there is a lot of my inputs that didn't react because I typed too quick. Anyway I had fun, good job !

Developer(+1)

Glad you like it! :)

The idea at the beginning was that no delay would exist between movements (just the animation itself completing), but I had a lot of problems with the enemies actually breaking the game because the player moved too fast. So I had to put a delay between actions, but if you hold the key down it should move as soon as the delay is over

Submitted(+1)

Great game!  Love the creative merge of a rogue-like mixed with a platformer.  It's very clever and well implemented.  One thing to note is that it is possible for the player to become 'soft-locked' if they are stuck in one-block island over spikes with no charge left.  So perhaps some sort of checkpoint or reset mechanic in order to avoid that.  The mechanics felt super polished and the visuals were really nice too!  Nice work!

Developer

Thanks for playing, I'm glad you like it!!

And yes, there are some spots in the game where you can get stuck in a single block with no way of recharging. Some of these were made on purpose to force the player to restart, as a very bad way of increasing the "difficulty" or "duration" of the game hahaha

The original concept I had was exactly like what you mention, a checkpoint-based respawn and not only that, but you were supposed to only recharge at checkpoints too, but obviously for time reasons I had to improvise something else

Submitted(+1)

Great job on the visual design and overall experience! The art style is impressive, and the gameplay feels smooth and engaging. Keep up the excellent work!

Developer

Thank you! 

Nice to read that people like the sprites I made  haha, I'm glad you enjoyed the game!

Submitted(+1)

Awesome art and interesting mechanics! IMO, the game should have immediate response to the input so it will be faster and more enjoyable, but everything else is great. Good job!

Developer(+1)

Thank you, I'm glad you like it! And actually I wanted the movement to be immediate too, but I was having issues with the enemies breaking the game and doing some funny stuff. So I had to force a little delay between player actions so nothing would break

Submitted(+1)

Oh, i see. The workarounds for the concept, a common thing especially with time limitations)

Submitted(+1)

its a very polished game for the 3 hour mark! congrats!
I liked the mechanic of shifting between two different "bodies" to navigate, although it's prone to getting stuck (such as by being on a 1 block platform surrounded by spikes)

Developer

Thank you!   Glad you like it!

And yes, there are spaces where you can get stuck in 1 block with no way of recharging, this may or may not be because I wanted to "trap" the players in a (bad) attempt to add more difficulty to the game haha

Submitted (1 edit) (+1)

Pretty smooth gameplay. Impressive art for just 3 hours. Though movement felt kinda....choppy? That might be fault of the engine or my laptop though.
Music is...disturbing.
Also I found a bug where if you die in a way where a ghost stands in the spot you respawn you get stuck in a death loop.
Use of the theme is kinda basic though.

Developer

Thanks for playing! I'm happy to hear you like the art as I struggle a lot with making it look decent haha

The movement is not the fault of your laptop or the engine, it's actually a timer in the code that I put so all enemies have time to complete their movements before the player can move again. I wanted to reduce the time or make it basically non-existent, but oh well, three hours is a not enough time for that haha

And yeah I noticed that bug way too late so I couldn't fix it on time, that breaks your death counter for the run. You can move to get out of the loop easily tho

Submitted(+1)

A very cool game! I really liked the gameplay and the art. I recommend it!

Developer(+1)

Thank you! I'm glad you liked it