The first level was a quick tutorial, to show how you may turn to a ghost to help you reach places your human form can’t. The second was simple too, in making sure you avoid the lights in ghost form or you reset. The third/last level was where there should have been some challenge to avoid the lights, but my apologies if you were able to go through the brown platforms, where you would have lost the character. Thank you for playing and the feedback!
goodgamegabe
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The theming was great! Sound, music, and aesthetics are very appealing; crazy how you four got this out within 10 days. I mechanics are great, but the difficulty is brutal, lol. I was able to get through three stages/boss fights; but, the difficulty made it a bit more frustrating than fun. Definitely, a game that may be fleshed out to publish.
I appreciate your response, and if it helps give you some inspiration, consider playing or at least watching some game play videos from the Shantae series, her recent two games would be good places to check; but with her Genie magic, she transforms to other creatures so that she may navigate obstacles similar to your game. It’s a 2D platforming game, so it should help draw closer comparisons. Otherwise, you can always draw inspiration from Super Mario Odyssey, especially if you decide to keep the player’s designated character to be agile. In any case, I hope your game wins the Game Jam, or receives further recognition for your accomplishment here!
I've played about five submissions so far, and this one turned out to be my favorite so far. The possession mechanic was really fun to help navigate through the obstacles. In this way, the game object characters possess more value in completing the level. The wall jump feature was nice, but I think I was more impressed with the character being able to recognize a ledge to climb up on; collider detecting ground tagged blocks maybe? Still, this was fun to play and finish. Good use of signs and coin placement to help guide the player through the level. Overall, this possession mechanic has great potential to become a puzzle platformer. As a suggestion, you may want to consider limiting the player's character to run, jump, and possess; this way, you can create a game object, like a monkey, to possess that can wall jump. Otherwise, if you keep the wall jump to the player's designated character, then consider designing levels that incorporate wall jumping to elevate into a possession of a game object. In any case, amazing job with your submission; I hope this game project is one that you may consider refining further.
First of all, I like your art style for this game; it reminds me of a game developer, Blackthornprod. It was a good idea in placing enemies and pickups from the floating boxes, makes for a nice risk-reward feature. If you decide taking this project further, I would suggest creating levels set by the number of red macarons, you need to take out, while changing the landscape and platforms for the player to navigate around in. Overall, nice job on your game project!
Great artwork! Gave me Spelunky vibes. While the jump and movement felt a bit stiff, the game's idea of dodging "gold" is a great one. I noticed that the third level took a while in instantiating any enemies, which gave me a free pass to head over to the fourth level; not sure, if the timer on the third level was delayed a little to long there. Otherwise, I like that the enemies are instantiated from multiple angles, adding some difficult in how to maneuver around them in accordance to the platforms available. I do wonder if it would have been assign preset movement patterns, as I noticed the enemies would come from multiple angles, but would target the player based on their current location on screen; so, it is possible to manipulate. Nevertheless, this was fun to play and survive for 80 seconds onto the fifth level.
I am glad I was not the only one thinking of theming my game, in which the player's abilities, running and jumping, are hindered due to number of gold the player picks up. The idea is similar to a Mario Maker level, where the player's objective should be not to pick up a Super Mushroom. I think the differences between our games, is our type of game, in which yours is an auto runner, and mine is a 2D platform game, which I have yet to finish. I was unable to beat the level, but I liked how by the 15th gold coin pick up, the character visually is struggling to even run. Very nice job!
I had a similar idea in mind to your game's concept, but I think you executed yours well. The controls were responsive with jumps being a bit sluggish for me to miss the first jump a couple times in the game. Still, game feel was good after a bit of getting used to; I don't really play with mouse and keyboard. The idea of shining light on the gold is a great idea to help distinguish between real and fake, but even with the lamp, I was unable to tell which was fake, as all gold I shined gave off some particle effect that looked the same to me. Your use of sounds were nice though, the cave felt spooky to explore. As a suggestion, consider some sort of lamp light meter, similar to the Zombie FPS project from GameDev.tv, so that the lamp's use goes down each time it is pulled out, making it tougher to distinguish between the gold. Still, really great job here!
The game reminds me of Minesweeper, but with Minesweeper, numbers/points indicate how close you may be to a mine. It would be good to give the player visual clues to monsters based on facial animations. This suggestion is based on your creative use of animation for these block objects. I liked how hovering my mouse over them caused them to give me a bigger smile. Nevertheless, the objective of the game is clear, and it was fun to see how far I could go predicting the correct/innocent cubes. Great job!
Congratulations on your submission! The game reminded of me of the title, Minit. While I found the game to be difficult at the start, it thankfully got easier as I acquired the first power up. Nice job in placing health and time pick ups in visible, but challenging areas to reach. Furthermore, it was good to show pick ups that were no way reachable until the right tool was available; it was clear that more powers would be acquired along the way, similar to other 2D platforming games like Metroid. I would recommend granting the player another heart or two at the start of the scene, just so it's not so difficult for the player to reach the first end of the scene. Amazing job!
Congratulations on your submission! The idea of swapping between two zones was interesting and fun. Presentation is astonishing good, given the one month time limit. Controls feel pretty nice; however, seeing where I am going is difficult given the lighting. I hadn't noticed swapping between light and darkness depleted a meter; thankfully, I found the reset button via the X key. Nevertheless, this is a neat idea with some great aesthetics to complement it. Awesome job!
Good job on your submission! Given the simplicity of the character's movement and interactions, I would recommend making the two levels shorter with more interactive objects for puzzle based challenges. However, despite the simplicity, I would recommend starting with a tutorial level that shows how the player progresses through the levels. For example, making the first level a single screen, in which the player takes that orange orb to the podium to open up a path for the player to reach the exit. Nevertheless, great job in your work!
Playing approximately five levels, I enjoyed how the portal affects the characters' speed of movement. I was a little surprised that the portal caused the mushroom monster to fly up, but the speed up feature and quick retries make trial and errors enjoyable. Otherwise, the artwork is very nice! Great job!