Thanks! The broken pots were actually a very last minute addition so I never encountered that particular issue, thanks for pointing it out!
ChritBoy
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I think you could argue that the sword is the key item in this case haha
This is a really nice job, I like the gameplay loop and all the upgrades are pretty nice. I did end up hitting a couple bugs where the enemies stayed on screen after the wave ended/the next wave started before I finished killing everyone, then I would get immediately mobbed after buying upgrades. I think what would really elevate this would be sfx, though a week is a pretty tight crunch so I understand why you had to cut em. Maybe having the coins get pulled to you as you get closer would be nice?
Great job, this is pretty addicting!
Nice job, this is a fun idea! I think you could argue that the beer is the key item in this case =) The music and art is really nice, though the tables don't quite fit the style of the rest of the game? Probably just because the scale is smaller.
It's a simple loop but pretty satisfying. I think if you had more time to add some more subtle touches, like mugs being left on the table, would be really cool too. Maybe night gets harder cause you have to bus the mugs back to the wash? Upgrades are nice as well, I see a lot of potential if you want to expand it!
Nice job! I really like the atmosphere, it's a nice fog and environment and the music is really pleasant. I also really like the design of the key model.
I did have a difficult time because I kept getting hit and stuck floating off the ground, so I couldn't interact with things. At one point I was riding the goat enemy for a while, which was pretty fun. I was also disappointed to learn that the music didn't loop, which would have been really nice. Otherwise I would say the sfx are a lot louder than the music, which could end up hurting someones ears if they have their volume higher than I did.
I think it's a really nice concept with a cool style, good work!
Hey friend, I used your gorgeous graphics in my jam game over here! I know my quick level designs don't do it justice, but I really love your work.
https://chritboy.itch.io/keyjam
This is really neat! The art style is fantastic and it's nice to actually see some knockback on enemies, which I wanted to incorporate into my own project but ran out of time for. I really like the idea of only having one inventory slot, but like Aethewn mentioned, I don't feel like there's a lot of choice since you immediately drop whatever you're carrying to heal with a potion and there's no reason to pick up sticks.
I think the biggest improvement, aside from rethinking the inventory to provide harder choices, would be to make everything a bit snappier. The dodge should resolve faster as the recover animation actually makes it easier to get hit (at least for me). Swinging your weapon could be faster too.
I think this is a great base that has a lot of potential and I'd like to see more if you're able to put more than a week into it. Nice work!
Edit: I also forgot to mention that having the key instructions on the ground was brilliant!
Nice job, there's a lot to like here with lots more potential!
I really liked the art style with the music, I think it meshed nicely together. The gameplay is simple but a satisfying loop and the idea to use the colored bombs to progress is nice. The boss battle at the end was a really cool idea especially.
Just some personal observations: I think the sfx is aggressive compared to the rest of the game and doesn't fit the vibe. Choosing some pleasant sounds when you pick up items, collide, shoot, etc. I think would go a lot way to improve the feel even more. I think the collision boxes on the boss could be a bit forgiving, and I didn't actually realize it did so much damage until I died a couple times, so possibly some more feedback on that end would be nice. I think a cool idea could be maybe flashing your character when they get hit, slowly losing color as you take more damage? Another issue I had was seeing enemies before they get to you. I think when you're moving, you should stick closer to the center of the screen (or make the camera drag faster).
Some ideas I had while playing are that I kinda like how the enemies stick to you. I don't know if this was completely intentional, but the idea of collecting this sort of "burs" as you go and slowing down the more you have is kinda neat. When I was playing, it was making me think of paint, so leaning into that might be pretty cool. For example, when you kill an enemy, they leave a splatter of their color behind? Maybe when you shoot them, it splatters their paint? Also I think to really push the theme, you could lead into the color coding. I think making every enemy like the boss, where you need to use a specific color to destroy them would be really neat. That would be a nice way of increasing difficulty as well as variety.
I really dig this one. It looks great and has great ideas. I'd love to see it developed further!
This is a really beautiful art style, I'm impressed! Making your powerup container also fill as stained glass when you collect them is a nice touch too. Even the dash is visually appealing! I think there's some polish could be done to the physics. Aside from janky jumping, the ground feels like ice, which I think adds a difficulty that isn't necessary.
Some potential fun you could tap into here is making it so that shooting the enemies projectiles as your only defense (alongside the dash). That could be a cool mechanic. Also using the dash ability as a way to halt and redirect yourself midair would be really cool.
Some player feedback would go along way to the enjoyment as well I think, like maybe hit flashes or sfx when something is struck. The healthbar being a bit more prominent would be nice too.
Overall good work, I think this has a lot of potential!
Nice job, as a first game this was great! I enjoyed the music quite a bit, and the lanterns look really good. Did you make those?
The biggest improvements to gameplay I think would be some knockback on the enemies. Otherwise just some more player feedback, like sound effects or flashing on hits would do a lot to make the feel better.
Great job!
This was really nice! Something about weaving through those spears was really satisfying and I love the art! I'm impressed for your first project. I think just adding a bit extra juice would make it even more addicting. Some screen shake, very slight pause when you're hit by a spear, maybe a couple extra sound effects. I also noticed that eating people didn't do much for me. It was more effective to dodge, duck, dip, dive, and dodge to reach the end. I think looking at Rampage to make the eating more satisfying could give some ideas?
Great work, can't wait to see what else you make! My time was 79 seconds btw =)
Very cool, love the idea of rearranging light to solve puzzles like that. I did get stuck pretty quickly. After the first stage when I powered the church, it seemed to glitch out loading the next area, and restarting the level left me in a state where I couldn't seem to progress as well. The arcade machine was a really nice touch, and I really dig the aesthetics and music.
Nice work, I would love to see this expanded on!
Very fun idea, nice job! I think the double jump idea is especially nice and the layout of each level is very well designed. Some of those jumps and throws are pretty tricky, but so satisfying to get.
I think it's a little more difficult than it needs to be just because of the hitboxes. I think they could be a little more generous, because it felt like I would go to catch, but because the pot was just a little below my head, I'd lose it. I think making it so the catch box also encompasses part of your body would be nice. And maybe the the break collision box is a little more forgiving?
Nice work, I really dig the aesthetic too!
This is concerningly addictive haha
Great work, especially for three hours! The player feedback with the snapping, shaking, and sound effects are really satisfying. I think to keep the concept simple but to add a little bit extra, you could consider a timer that counts down until you get the correct key? Maybe each time you try the wrong one, the timer progresses a little faster? Just spitballing some ideas. Background music would also be a nice touch, but really, great work!
I really dig this! The visuals and audio are incredible and the concept is really interesting. I hope you plan to keep working on it because I would love to see what this could become given more than a week of development.
Couple notes my just my own perspective. I think having a sprint button and making the walking speed that fast actually detracts from the experience a bit. It's a great vibe piece that I'd rather take more slowly and methodically, and the fast movements I think makes it a little harder to be drawn into. Also, maybe when you're looking through the idea (maybe even holding it), it could be a little transparent? Currently it blocks a lot of the viewport. If not transparent, maybe when you're holding it, it's shrunk slightly so it takes up less of the frame?
Great work, very cool experience! I hope if you don't choose to take this further, you explore similar styles/vibes.
Nice job Karpoonz, a 3D game like this in a week is awesome! The atmosphere is really nice and the idea of using the lamp posts to parkour your way to the key is a really smart idea (even if I missed it).
I encountered a few bugs: One where I fell through the floor after loading in (I think the game was confused as to whether I was still in the menu or started the game?), one where I got stuck on the plank or wall when dropping down after the treadmill, the full screen option didn't work for me, and the quit button also didn't work for me. Nothing too crazy.
Some design notes I thought of when playing were that it was really easy for me to get turned around and lost. I'm pretty bad with directions, both in game and out so this might be more my personal issue, but I think the fog being a close color to the building made it more difficult (also potentially the narrow FOV). My suggestions would be to either make the fog a dark fog, or make the building a different color that stands out more (unless your intention was to make it more difficult to navigate).
Otherwise I really enjoyed the graphics. As someone who is very slowly getting into 3D stuff, I was really impressed with what you put together. Some atmospheric sound would be nice, like maybe rustling leaves or wind, but otherwise fantastic job!
Great job everyone, whether you were able to submit a project or not! This was a lot of fun and I learned a lot. I had a couple questions now that the production phase of the jam has ended.
1. Can we still submit screenshots/trailer vid to our project after it's been submitted?
2. If anyone discovers bugs, are we allowed to fix them and resubmit? (my latest build was technically 1 minute over the mark because I found and fixed a bug that soft locked you at the last second)
Edit: actually discovered one more where you can't open the last door in the game.
Thanks for the flexibility and a great jam everyone!
Ah, thanks very much! I was getting pretty sweaty trying to submit my game cause I couldn't figure out why the html wasn't working. If anyone else uses godot and is struggling, turns out it's just the difference between naming your file 'Index.html' and 'index.html'.
I'll take the extra time to see if I crush any bugs. Thanks! Edit: Good thing too, just encountered a game breaking bug :/
Hey friends, how is the jam going for you? I'm starting to feel the pressure of that deadline, an extra day would really make a world of difference. I've got an issue to solve where my enemies try to fling themselves into spikes on their way to the player that for some reason I just cannot solve in a timely manner. Otherwise I'm having a lot of fun with this jam and am excited to pass my project to the community and check out everyone else's =)
Hey friend, I was wondering if you'd have any interest in teaming up for this jam together https://itch.io/jam/the-secret-cult-horror-jam? I really love your style and we're both Godot users so I thought I'd throw it out there. No pressure!
I really like the art, fantastic drawings. The setup is also a cool idea. Get turned into a guardian bird with the goal of protecting this kid? Love it. I did find the narrative a bit difficult to follow, but you say that you had to cut a lot of story, so that makes sense. I think the flow of the writing could also be improved with some more grammer.
Very cool, nice work!
Thanks so much for the detailed feedback!
I agree that there's definitely a lack of direction or instructions in the game. That issue might be a remnant of when I was trying to build a purely atmospheric experience where all you did was fish and keep warm. Once I added the monster and additional mechanics I should have included some instructions for players. I think a cassette or journal entries is a great way of going about that and if I come back to this project I'll definitely add those. The lack of menu and options were due to a lack of time, so I'll implement those as well on the next go around.
As for the fishing, the reason why there was a hook in the screenshots is cause they were from an earlier build where there was only a single lure. In the current build you start with one lure and can find a second one, so they actually change. They're pretty hard to see underwater though, I gotta brighten em up.
The slow fishing is also a product of it originally being a purely atmospheric slow burn horror. I was going for something like Iron Lung, and that probably won't change. However, I did used to have a mechanic where you could leave the rod and lure in the water while you got up and walked around, so I think adding that back in will solve the issue of boring waiting.
Thanks so much for the feedback, really appreciate it!
Nice, sounds like you have a really good idea of how you want to refine everything! You don't come across as defensive at all, just like you're taking feedback seriously, which is awesome. I totally get the time crunch, I couldn't even come up with the proper ending for my project like I wanted to and had to just slap on a text block at the end.
Glad to hear you plan to keep working on it, I'll happily play and provide feedback as you go as long as you want it =)