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Skulls & Ghosts (working title)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #8 | 3.545 | 3.545 |
Creativity | #15 | 2.909 | 2.909 |
Audio | #16 | 2.273 | 2.273 |
Overall | #17 | 2.709 | 2.709 |
Theme | #17 | 2.636 | 2.636 |
Gameplay | #18 | 2.182 | 2.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Confronting mortality by collecting the bones and ghosts of your friends to save your own (sadly didn't have time to get to the cutscenes to add context). I understand if this game doesn't meet the theme requirements and doesn't count <3
Did you choose to incorporate the limitation into your game? (Yes/No)
YES! The dust cloud when she runs are kitty paws
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Comments
Hehe I managed to Win and GameOver at the same time. Really cute art style. Love the background. Prob should have removed Z axis movement as it wasn't required. You can do some crazy long jumps holding space and right :) Nice work!
Cute game! Nice graphics!
There are just some minor bugs but i think it's fine. I managed to finish the game with few try xD
Keep up the good work! :D
I was really impressed by your level design! The game has a great atmosphere to it!
Thank you so much!
I need to admit, this is indeed in a pretty rought state as it is now. I mean, at least it's playable. (Not on edge tho! I had to switch to chrome for this one, oof)
Since this is a first to second attempt at jamming I should give you a discount, and the idea you had for the theme was definitelly creative so I'll give you that.
Tho your problem here was that you tried to bite more than you can chew. If you're starting now, remember that you most likely won't be able to do any game that pops up in your head yet, so next time, remember to downscale your idea by 10 times lol, and maybe even more.
In my opinion, you should have scrapped some of the platforming, especially the moving platforms. Believe me, those kind of games require a lot of level design knowledge that nobody borns with, and I really felt like that was one of the things that messed you up a bit.
You could have made a single screen game where the collectable stuff just appear randomly and you have to collect as many as you can before running out of time or something like that, always aim for simplicity for now, until you truly know you're ready for something bigger.
I'm not saying any of that to be mean, and I really hope I'm not sounding rude, it's legit friendly advice.
It's a shame that this jam didn't have a discord server, you probably could have got some help from other participants if it did.
Anyway, I got schrodinger's ending
Thanks for all of the feedback! I appreciate it. In actually I scrapped a lot about this game but I guess it wasn't enough. I have made games before but never in a jam setting with this little time...and I've never actually published any of my games up until now :) too scared
And I don't think you're being rude at all. One thing that didn't occur to me until I had submitted and THEN had my kids play was "Shrodinger's Ending" lmao I think one of my biggest takaways is that I need to make a build at the end of every day. A lot of the stuff that I found went wrong I didn't notice until after it was built and I didn't give myself nearly enough time for testing. I noticed that because a lot of it wasn't game breaking and never showed any errors during dev, that I didn't know there were issues.
Considering I didn't even finish my first jam, and I managed to figure out what I did wrong in only a few days I'm pretty happy for making a whole game when my primary skill is 3D art.
I probably started my game dev journey backwards but what you described sounds harder to me than what I made for some reason.
Also, you mentioned that it didn't work in a specific browser and you had to change browsers...how would I even fix that?
Don't worry too much about the browser thing, I'm sure this is more of Unity's fault than yours. I've played other unity made entries on edge with no problems, but judgind by the logo on the splash screen I think you're using a different version of it that ended up having this problem. (I have no idea tho, I don't use Unity lol)
I'm glad you're still happy with what you've done tho, after all, yourself is always the only person you must always satisfy, at least that's how I think. Hope to see you participating in more jams in the future, they're nice to improve your deving skills and discovering your own limits, and just having some fun with bideo games.
(Tho stay alway from the 2 day ones, I don't like them lol)That's an interesting bug. The thing with the browsers I mean. I used 2020 for this project but it's the first time I've ever made a browser game so I may not have done the build setting right. I'll have to make a note of it and do some digging.
I plan to keep doing jams. It was a really eye opening experience and it definitely showed me my limits. I didn't think I'd enjoy it as much as I did. Gave me a better understanding of the entire development process since as an artist I really only understood a small part. I plan to do Cozy Autumn Jam and the Asset Pack Jam next.
loved the graphics! pretty cool game
Thank you!
Unfortunately I had a pretty low framerate (My computer is pretty low end, and my internet not great either) which made it especially difficult for me to move around. I was also initially confused whether I was supposed to pay any attention to depth or not (I assume now that it's not important).
I do plan on trying to replay later to see if I can actually get past the beginning. :P
Thanks for the feedback! A friend on an older Mac also had the same issue. Quick question for anyone really...is Time.deltaTime supposed to fix frame rate issues or is there still a stress point? I'm still new to programming
This might have the answer, https://medium.com/star-gazers/understanding-time-deltatime-6528a8c2b5c8 (note: I haven't done any serious dev in Unity, and only briefly glanced at the article)
That's a great article!
Thanks for this! I'll definitely be giving it a read.
In Unity, the update method gets executed every frame, but everyone's computer performs differently, so Time.deltaTime is used to ensure that things like movement calculations are consistent across all computers! For example, if someone has a fast computer giving them more fps, the update method gets executed much faster, so Time.deltaTime prevents the movement from being way too fast!
It doesn't fix frame rate issues, that just has to do with how demanding the game is and how good the player's hardware is. Hope that helps a bit!
Yes, it does help! I think I misunderstood some what it's function is so thanks for clearing that up.