Hello. I just wonder if you still going to make a new version of Gelda.
Play game
Gelda (TVGameJam Edition)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #4 | 4.571 | 4.571 |
Overall | #6 | 4.061 | 4.061 |
Audio | #6 | 3.837 | 3.837 |
Interpretation | #12 | 4.102 | 4.102 |
Fun | #13 | 3.735 | 3.735 |
Gameplay Innovation | #23 | 3.265 | 3.265 |
Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Spoiler Level
TV Show Name/Season/Episode
Hilda
IMDb link to episode
https://www.imdb.com/title/tt7985078/?ref_=ttep_ep1
Episode description
Opening scenes from episode 1 and some scenes in episode 6
Please list any pre-made art/music/other assets that you used.
None
How many members in your team?
List your team's social media / website links!
Twitter: @ramblingindie @ycawmoycbw @falynevarger
Anything you want to say to players before they play?
Collect sketchbook pages to unlock field notes on encountered creatures while traversing the wilderness and making it back home.
Comments
Cute and fun game! Loved the art, all of the characters, and the animations. The chase seems could use more balance since there's no warning to them, and if you mess up it will catch up to you right away. Having another way to go under branches would also be useful, because if you miss it, you can't go back to get a running start. Outside of chase scenes, it seemed weird to have to backtrack just to go under a branch, and some kind of crawl would be nice.
There should also be some sort of level select as you can easily miss a page in any of the levels, and the only way to get them is to restart the entire game. Falling was also difficult, especially in the third level. You couldn't really see where you were falling, so it was mostly a guessing game because of the speed you fall (even with Abi). You can hold the down key, but it's extremely slow and isn't enough, and isn't useful when you're actively falling.
Thanks for playing.
There will be many changes in the full retail edition of the game that we are working on.
There will be a level select system, but crawling doesn't really fit the theme too well here. It's supposed to be somewhat challenging and getting stuck on an obstacle and getting caught by the predators is part of that challenge. It's a bit of a throwback to games of old where without warning you end up dying from a misstep or some enemy comes out from nowhere. Granted most games these days are made to be played at a breakneck speed with reckless abandon, Gelda was not made to be played that way.
We are planning to zoom the view out a bit to give players more to see.
I think, the fact that I went to watch "Hilda" after playing, alone tells how good this game is.
Considering that Gelda was made in less than two weeks, it's quite impressive how much visual content it has. I really hope to see more. I'm also glad to see fixes and adjustments in gameplay throughout the Jam.
One addition, I think, is necessary after the game will have more levels - option to replay them to get sketchbook pages missed on the first playthrough.
wow, really impressive game with a lot of content! especially considering it was a jam.
im sure you already got comment on the controls (i for one couldnt make it past the the first big jump so i watched a video) so no need to repeat but other than that it feels very solid.
i never heard of hilda before but the game made me want to check it out, so great job :)
btw, i love the fact u are a family :)
Such a polished game, great art work, animations, sounds, and game mechanics! There is a lot of restarting in the game (at least for me, as I fall, and get caught by the tree monster a lot), so I'm glad you're looking at making the time to get back into the game much quicker :) Well done on a game well made!
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Wow, really beautiful game! Felt very polished with the sketchbook pages and checkpoints! Took me a while to get the hang of using Abi, and I still don't think I've mastered it, but was definitely a lot of fun to play with!
I think main thing for me is when you "die" to allow the player to get back to the action much quicker. A couple times I accidentally just walked off a rock into the water and had to wait to get back to the action, I want to start playing as fast as possible. Along with that while the controls felt pretty good overall, I almost felt too fast for my own good at times, but once again I got used to it and really enjoyed the whole experience! What a great game for such a short time!
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
The art in this is super impressive. Definitely captured the feel of the show in the characters, environments, and events. I loved the inclusion of the sketchbook.
Great job making that artstyle of Hilda come to life in an actual game! I think the jumping with Ebi is a little weird as it propels me a lot if I press it quickly and sometimes I soar all the way up - but if I do it when I'm falling it doesn't really help with gliding. Somehow in the pit level it makes you float very high. I found it funny when I flew high enough to see the top part of the stage in the mistfur section. All in all, well done, love the notes on the character, the cosy room, the animations - its all so adorable!
Thank you for playing!
It's based on velocity. Abi gives you a jump that is based on the current velocity, so if you are falling down and you use Abi to glide you will get an enormous height boost. This was one aspect of the mechanics that was intentional. It does make for a varied jump and adds to the challenge by having you as a player need to time your jumps and plan your motions. We knew that there would be people who may see it as an inconsistency or a bug, and decided to run with it anyway because it did add to the experience. When it was a set static distance, it didn't feel as "fun" to play when testing the mechanics. :)
The aspect itself is cool. But you should've explained it (that I need call Abi while falling to get me high up) somewhere in the game.
P.S. Also, you have a bug on the second level - if I take lower path and call Abi to lift me while falling, it takes me up and I drown in the river that is on the upper path.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
This is amazing!! It controls super smoothly. The artwork and animation is excellent. I love it
Loved the TV show, and this feels like a great tribute to it! It was heartwarming playing this and noticing the references.
Also, is Gelda mocking me for spending too much time looking at her pretty animations? xD
I love the artwork and animations, the game really looks gorgeous! The game idea is cool and the sound is great!
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
This is a very nice game with excellent graphics and great sound! I would only suggest improving the jump controls a bit for consistency. Still... I agree with Richard Marks that it's good fun to tweak it to fly really high.
It's based on velocity. Abi gives you a jump that is based on the current velocity, so if you are falling down and you use Abi to glide you will get an enormous height boost. This was one aspect of the mechanics that was intentional. It does make for a varied jump and adds to the challenge by having you as a player need to time your jumps and plan your motions.
Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.
- Abi is not based on velocity anymore and works more like a double-jump
- Gelda can now let go of Abi while gliding
- Text boxes now are destroyed correctly
- Troll disappears when you get far enough away so you are not stuck/trapped anymore
- Gelda can now duck to look down to avoid leaps-of-faith
- Checkpoints now work correctly and do not activate before being reached
- Fixed collision issues in the Misty Wood - 2 level
- Reduced death/respawn sequence time
- Reduced time for level name screen for faster play
- Added option to quit to title during playing via the pause menu (press ESC to pause)
- Cleaned up major graphics splicing issues
- Optimized rendering and collision checking to reduce lag
Please give the updated game a whirl and let us know your thoughts.
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