Wow, so well deserved #1 for Audio and Graphics. After overcoming the first hurdle of dashing upwards, the game got me hooked and extremely excited. Jumping diagonally forward over the trap enemies felt almost too overpowered, but such a nice pacing and ending as well.
HolidayPictures4You
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Thanks, for the kind feedback. I would have loved to add more songs after the final cut scene, but rather went for other things. This kind of music game was also more difficult to balance. For people with little music experience it was extremely challenging and for others it's probably too easy. Maybe I will add some more songs after the jam as it is actually very simple to do so.
I totally agree with KittenPowerLord comments. The overall aesthetics, sound, and first introduction are great. They feel like a final game. However, the actual gameplay was too much "read small text". So I didn't go very far. I would love to see someones play through though. Also awesome thumbnail.
The game was fun. 4/6 levels completed xD I had a minor sound bug? Or the music at the beginning is just quite random. Apart from two other minor points. I really enjoyed the game. Hitting a wall felt a little frustrating. Maybe instead of bouncing directly backwards, bounce away like light ray hitting a mirror. While the animation and sound of hitting the wall are good separately, they don't pair perfectly together.
Very cool art style and good (spooky) feeling in general.
I know the game is about discovery and us trying combinations, but maybe you could add a spoilers part by adding in a details section, which needs to be toggled by the user (with activated HTML).
<details>
<summary>Solution (Spoiler)</summary>
<p>Your solution/hidden explanations</p>
</details>
A musician's lock is my interpretation of the theme 'What's behind the door?', where you unlock doors by replaying the music behind the door.
A musician's lock is my interpretation of the theme 'What's behind the door?', where you unlock doors by replaying the music behind the door.
The character art is amazing. The attacks look very smooth. However I had difficulties to get the character to attack due to me not using a controller (controls for PC: Y bow/melee, X strong mana attack, V for defense, arrows to move and jump). The first enemy is also way to strong and seemed to damage me when just being close to him sometimes without any animation. Would loved to see the other characters, but they are locked.
For being sick and still submitting, this is an awesome entry.
Just two more to go till 20 for entry Chaded into the depth a horror endless runner.
- In a team, communicate you expectations at the beginning and talk about when to start, so that everyone is present when the jam starts/the whole team starts. Being alone for the first 6 hours of the jam was quite a bumper.
- Starting with big scope is fine, but cut everything to a minimum and after you think everything it can be done, reduce it by half again.
- Create and test a working prototype as fast as possible
- Order of importance for a game jam: 1. Have fun 2. Learn something new 3. Create a game 4. Make it enjoyable/fun
I would be happy to get more feedback for Chased into the depth a horror endless runner game.
Just 5 more till 20 for Chased into the depth a horror endless runner game.
Happy in case you will play our horror endless runner Chased into the depth
https://itch.io/jam/brackeys-10/rate/2233927
We dove deep into the experience of a full 5 team member game and came out with just two, while shifting from a 3D horror RPG to a horror endless runner.
In the entry you will dive deep into the castle avoiding obstacles, while being chased by ghostly skulls (hope you like the shader graph magic :)
We started with a team of five and a total different direction, but were actually just two people working on the project :(
The idea also shrunk quite a bit after that and there is actually another enemy ready to drop in front of you (but time ... I guess you know, too).
This is how the enemy would have looked like:
And a light system, which we end up throwing away, bec we didn't manage to add any pickups (next time)
Very cool Metroidvania-like game. The aesthetics and game design choices are great. The circular map was also great. Did you design the map in one peace and chopped it up into quadrants?
I liked the design choice of not adding enemies, while it was a bit slow at the start, memorizing where to go, and how to access everything was enough I guess :D
Two points, which could be improved upon though. The music while fitting and being memorable could use another song and the heart/red container being filled when you gather all pieces filling upwould emphasize, that you could unlock the red door. I just stumbled upon the red door. Otherwise I would have searched for more red parts. Great game adding a timer and score board could even make it into a speed running puzzler, adding further interest to replay.
Very much enjoyed the game. The cover art looks really nice. The difficulty curve should increase a bit more after the first 3-4 floors and I found myself just spamming left click. A reload timer could do. Maybe making the shooting more static, but while reloading you can walk more freely.
The carrot symbol got displayed multiple times after clicking E more than once. Otherwise, perfect cute game
The game idea is cool and the way you seamlessly integrated the Lore and player controller is really well done. The character animation also look and feel nice. However, I didn't even got past the first checkpoint. Could you make a walk through of your game in form of a video? I would love how it goes farther.