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A jam submission

The end storyView game page

Submitted by althaj (@pandorastratos) — 3 days, 5 hours before the deadline
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The end story's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#72.4002.400
Visuals#82.6002.600
How much do you enjoy the game overall?#82.4002.400
Audio#92.2002.200
How well does the game fit the theme#92.6002.600
Gameplay#122.2002.200

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host(+1)

Very beautiful pixel art (awesome work on animating the main character), fun gameplay and cool sound effects! I guess making the collisions a bit smaller on the y axis would be good. Otherwise, I enjoyed the experience! 

Developer(+1)

Thank you for the comment!
Damn collisions, they ruin everything :D

Submitted(+2)

I thought that this was a fun little platformer. I really do like the low-res pixel art style. It's one of my favorite art styles. 

However, the tiles do have this glitch where black lines appear frequently. I actually ran across this problem for my major indie game I am currently developing. When you make a tileset, you should make your tile textures one pixel bigger in each direction and duplicate the edges of the tiles out, if that makes sense. They would clip to the second edge,instead of clipping to nothing, which makes it less noticeable, if at all. 

Other then that, and the kinda slow attack animation, I liked the game

Developer(+1)

Thanks for the reply!
Yeah, Unity has lot of problems when it comes to 2D. It's annoying, but it doesn't have a dedicated 2D engine. I'll be learning Godot for my 2D games now on.

Yeah, the attack should be snappier, I think so too.

Submitted(+1)

Sounds awesome! And yeah, I currently use Godot and I find the UI/workflow more intuitive than Unity, Gamemaker, or any other engine I've tried.

Submitted(+2)

I FINALLY BEAT IT
Wow, that was such a difficult game to beat!

Just the sheer amount of tiles, animations and the fact that you still had time to create music and sound effects is very impressive! Not to mention the number of levels you have managed to pump out!

I do agree with the things Gunnar Clovis mentioned, so I won't repeat that, but to add to it- I did encounter a tiny glitch after attacking 10-ish times where the character gets stuck in one of its attack frames and is not capable of attacking anymore.

Other than that, it's amazing how you managed to make this feel like a complete game when you were given only 9 hours!

Developer(+2)

Thanks for the comment!
I had this problem a lot with the attack animation and I though I fixed it. Apparently it's still broken :(

Submitted (1 edit) (+1)

I beat it! Though I was sad when the level just wrapped to an earlier stage.

Really impressive, looks really good, it's really cool you have so much content here.

The controls/physics feel really bad, and the background would frequently glitch out a bit, showing seams. I'd often get stuck on the side of platforms, and a lot of the time the platforming was really frustrating. The level design needs work, you're just asking the player to jump down not knowing where there's spikes and not. It becomes more just trial-and-error, memorizing the stage than any kind of learning or mastery, which isn't very fun. The sword feels really stiff, bad, and awkward. Dying at all feels weird, the animation is so slow and anticlimactic.

The game feel in general has a lot of room for improvement, but again it's so impressive that you have this fully featured and fully functioning of a game with so many levels! Nice job!

Developer(+1)

Thanks for the review! Looking back the controls are really really bad. I tried to make the game pretty hard, but that shouldn't come in form of bad controls :(
Also the ending (loading earlier stage) was part of the story.