I'm greatly honored to be commented by you sir. I wanted to remake this game at some point, just didn't have time or clear and fun idea. Your tutorial was the first door that lead me to Godot.
For that, thank you very much!
Nice art and sound, good game, a rather unique way of approaching the jam theme. Reminded me of old days with pac-man. I think a little guide or tutorial to know what need to be done will be good. Since, I had to wander a bit and then found the dungeon area. I don't know why, but the overworld reminded me of a game called Tobal 2.
Great job!
Thanks for playing the game.
I took note of learning how to do "control setting" in Godot, and hopefully will let people have more freedom in that aspect.
That was the intention behind not adding "gates", and the reason why in hard mode added couple of breakable block at the end. I'm glad I didn't add gates that force you to fight, because I think the main fun point of the game (after testing it multiple times) is the speed.
Thanks for the feedback.
Thanks for playing the game. Well, that will be something good to learn, I tried to make it as "good' as possible, but I didn't want to get that perfectionism sense again, so instead I focused on what I "can" do very well in favor of time.
I wanted to add more move set, but the sprite was limiting, and to be honest shuriken didn't come to my mind, that's interesting idea.
Thanks for the feedback.
Yeah. Well, I tried to learn drawing pixel at some point, then got busy and didn't review for long time which made me lose my skills. I will return later hopefully in the future. The benefit of knowing how to draw is having the ability to create what is in vision as is, free sprites can "somehow" get as close as possible and limited. But, progress what really matters.
A very well done game, the graphic and atmosphere reminded me of PSX horror games, especially RE (intro felt like RE saving room bgm). I really liked how the flashlight is charging up automatically by itself when it's turned off. I think it will be good to have an indication of the witch current positron when she starts screaming, other than that the game is well polished, felt like a demo of a commercial game. I had fun playing it and I think it has lot of potential. Great job!
Simple, and nice game. The way the atmosphere of the game give that intended immersion, especially when the first time I saw the ghost. However, the spike felt a bit unfair, because I was getting damaged by them because of the ghost behind me. It might be better to include normal tile between them. Overall, great job, I had fun trying to escape.
Thanks for playing the game. The art selection was nice, it's by the great people who provided them as free assets. I added their name in the game page.
This is the first game I added a hitbox (it has always been my dream to make something like this, so thanks to Godot), and I will make sure to do it right next projects.
Thanks for the feedback.
Thanks for playing the game. I will be honest with you, I intended to add pause, and option, with bosses for each stage, but I had some technical issue since I'm quite new to Godot engine. There were some cases with FPS drop, and had to search around to solve that So, I had to focus on level design on last days before deadline, since it's the core gameplay.
1- I see, that was a bad game design decision from my side, it was boring when I was testing it, but i thought that will properly be a good thing to convey that "hard" mode is unforgiving. That was too much. I took note of that.
2- Originally, there was no stamina bar, but then the game was" broken", that you can spam dash. But, point is taken will make sure to adjust the Stamina recovery rate, perhaps let it gain even when on air too will be good.
3- I was planning to add gates, but then I thought you are a ninja, you can just move on and avoid what you want. So, combat became non mandatory.
4- Nice idea! Thanks for that. I missed this point.
Not all, I really appreciate the feedback. Thanks for taking the time.
Thank you for playing the game. My intention behind not giving leeway with attack animation was to convey the "commitment" to a decision, it was something I wanted to try as game design idea. Perhaps adding a dash cancel with cost will be better idea. I will take note of that. Thanks for the feedback.
A good game concept, but I think it will be more fun if you made it a topdown movement, so that there is some kind of urgency. But, then again maybe because I like action games more that's why I don't find the charm in this game.
Nice choice of bgm, especially the calm bgm while playing, it really represent the situation.
Overall, great job.
Thanks for trying the game. I wanted to revisit the mechanic again, and complete this game. But, I found out that I need some advance knowledge with Godot such as referencing nodes in scene (That's why the AI is not well written), so I might first make more projects to get even better then come back to it later.
Thanks for trying the game. The art is free assets, I wanted to invest more time in development as I'm getting the hang of Godot.
The main idea was to add gimmick that makes level design more fun with the control mechanic, and I already prepared enemies such as goblin and skeleton so that you can use their special ability to solve puzzles in level. However, time was not enough to finalize that.
1. Hi there! What's your name? Want to introduce yourself?
Greetings, my name is Mikado, experienced software developer, but starting game developer. Had been using Unity for long time,
But hardly managed to finish any project, until I found Matt Hackett book ( How to Make a Video Game All By Yourself).
I suggest for anyone who struggle to finish project To get that book and read it, very helpful. It contributed in breaking bad habits that led me to usually drop projects before while working on them for the most stupid reasons.
Now, I managed to finish two projects!
2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?
No. This will be the first jam, and my reason of joining is because I think I'm in what is called a "creative slump" due recently started
The weekly game development challenge, and this will be the third one and should start today, but my mind is blank. I thought it will best time to travel around and explore different things, and found this Jam interesting.
3. What games are your favorites? Did any of them inspire you, or made you want to make your own?
I Enjoy a lot of games, mainly Japanese style like Megaman, and Castlevania or Ys, Elden ring, Bloodborne and Dark souls, JRPG..etc
I want to try one day make something like Megaman or Castlevania, and as for 3D the latest YS game.
4. Do you have experience with game development? What did you do/with what engine?
I have experience from tutorials, but with my recent challenge, I realized I knew nothing, and I'm fresh learner.
5. Tell us about something you're passionate about!
I'm passionate about anything related to software development, mostly writing clean code...
6. What are your goals for this game jam?
Break free from creative slump and hopefully continue my Weekly challenge journey, can't stop now...
Good game concept. I managed to finish it. The control was good, but I think if you try to circle around the main mechanic and add more level components, it will definitely make the game even more fun.
The game is so relaxing, and if that was the intention behind it's design, then it's total success! There is almost no sense of urgency or intensity. However, it's lacking juice, you need to add lot of juicy effect for better player experience.
I'm sure your only problem was maybe due time, it takes time to get an idea for the game jam, not to mention developing it especially if you try new ideas , great job.