Wow, I was not expecting to be so thoroughly delighted by the story in this game. I absolutely love it. The art for the boss is fantastic, and the story leading up to the boss fight at the end was a joy. Unfortunately the game was just way too difficult for me on the last 2 levels especially. I know some other people have commented on those already so I won't harp on it, but just want to say how much I enjoyed playing through this. I had a huge smile on my face for every conversation with the boss. Great job!
Play game
Souls .INC's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #12 | 4.077 | 4.077 |
Theme/Limitation | #15 | 3.923 | 3.923 |
Overall | #17 | 3.928 | 3.928 |
Graphics/Animation | #19 | 4.333 | 4.333 |
Fun/Design | #39 | 3.769 | 3.769 |
Technical Implementation | #50 | 3.538 | 3.538 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
You will be working at Souls.INC under Satan (your boss). The company is on the edge of bankruptcy. There will also be a boss fight.
Team Size
What main engine/tool/language did you use to construct the game?
Unity / C# / Asprite / LDTK / Ableton / Pro Tools / Reaper / Kontakt / iZotope RX / Soundly
Comments
Neat artwork and I like the boomerang effect of throwing your weapon as well as the ability to instantly call it back when you need it. It adds variety to the combat. The jumping, especially when running, is so high that with the double jump in there I did not really have to do much wall jumping except for the player with long vertical corridors :P
it's a very short time, but I like the way it looks and plays. I think you can improve your game a lot
The art is soooo good. I really love all the scenes with the boss, very cute style. Taking away abilities was a really cool twist as well (only I kept forgetting I lost them lol). It also naturally added a difficulty ramp to the game by taking away the abilities. Two bird, one stone. Really great job overall team!
This is a neat game. Sound at first like a classic platformer. The scyther move is pleasant to see, but no time for that we have to hurry. The ability suppression is a good twist to keep playing. Graphics are good, and interlude scenes help to relax before hurrying again. There is some issue with the wall jump, and the music is a bit heady. But overall it's a great game.
i loved the idea of slowly taking away each of your abilities. it was a very novel reversal to me! unfortunately for me, i was not able to keep up with the difficulty ramp! i couldn't get the past the level where your double jump is taken away - so i'm very glad you had the level select! i got to check out the boss. i also couldn't beat the boss but it was really cool and had some good animations. overall i loved the vibe of the game - the cutscenes talking to satan had consistently enjoyable writing, and i loved his talking sound effect!
also, the dash was super satisfying, and the dash meter in the top left corner was super polished and well made!
This was a delightful experience. The music was wonderful, matched the zaniness of the setup just right. These were some of the most intuitive controls in the jam games I've played so far, so even though the level design was challenging and tricky at the time it was easy to access the tools at my disposal. The ability to call the scythe back was a great mechanic, it was rewarding to throw it out and pull it back into contact with the souls I needed to collect. The addition of the boss animation in the banner image was a really nice touch. It's like he was always judging my gameplay!
My only recommendation would be to set an upper limit on the acceleration. I felt like I'd end up at an unmanageable pace and was pretty slippery if running for too long, but alternately it does make sense for speedrunners and the collection is built around the countdown. Maybe a casual option, so more players could experience the whole game without the pressure of the timer, because it's a great game. Kudos to your team. Impressive work.
Wow! Great Game! The music was absolutely on point as well as how the boss would inform us of our next tasks. I love how fast paced the movement set the game as well. How the boomerang works is also so cool and creative! Great job to the team!
That was fun ! I have to admit i didint get past the 30 souls level. As others pointed it out already the walljump not working everythime was a bit annoying but if that can help you fix it i think it only failed when trying to walljump from the same wall multiple times. jumping between walls didnt seem to have the same issue.
Good job !
Really nice game! Nice art and music. The timers are a bit tight and the movement feels a bit weird with the building up momentum. And the walljumps don't work everytime. But other than that, great game, funny writing, I liked it. Well done!
Really polished game! The character designs and audio especially stood out as top notch. I feel like the weakest part of it are in the core gameplay and the level design. I found the controls a little finnicky, the character is floaty and the wall jump is unreliable. This made replaying the levels frustrating, since a lot of the levels seemed to be designed to be a path towards an "arena" at the end where you can actually collect the souls, but if you die at the end (which was pretty common due to the spirits erratic behaviour) you have to do the path all over again. I feel like it would've worked better if it was either a traditional "get to the goal" platformer, or an arena style "you are dropped into this area, get X amount of souls without dying" type. Having it be both, with no checkpoints in between, was a little frustrating, especially due to the slippery controls. That being said, the excellent polish, funny writing and charming graphics made it an enjoyable experience. Good work everyone!
Thanks a lot ! :)
You're right. We had quite a lot of feedback on the player controller which need more polishing and on the difficulty of the level that need to be dialed down a bit to remove some frustration. I'm considering adding a checkpoint at the start of arenas and starting the timer once you reach the soul (or make it more generous).
Thanks for the play & the feedback ! Glad you enjoyed it :)
Such a fun little experience! I love the lore you created of this little universe and the art style. Player feels a bit floaty, but it's hard to make a good platformer controller during a game jam, so it's not that big of an issue :P
I really enjoyed it, good job!
Really nice concept and implementation. Visual and audio are very good! Love the cutscenes.
It is nice that the reaper follows the souls but I wish I was able to throw it up and down too, it would have helped a lot.
I loved the nice detail of the recoil when you catch the reaper!
really well done game love the melee weapon throwing very smooth and well done the art was really good aswell loved it good job
I love the design of the tiny reaper. I didn't expect that music when you enter the office to meet the boss, it made me laugh. Gameplay is fun, had a panic moment when I realized there was a timer to get the souls. Nicely done!
Your team made such quite a fun game. The artstyle and music is perfect, the track reminded of the beetlejuice theme song from the cartoon back in the days.
The difficulty is well setup and the platform although floaty can be demanding in action. Well done!
Great job on this game! The pixel art was absolutely phenomenal and I loved the little story reasons that introduced the new mechanics!
Love all the sounds and music to this, sounds all make sense and transition seemlessly. Graphics are also really well done and it all works well together. Nicely done :)
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