I was supposed to compose music for the game during the last day or two, but unfortunately I took a little too long with the programming aspect (and the codebase went up in flames for a while as I tried to sort out the polish) ;v;
Thanks for playing!! I really appreciate your time :3
Shiranyari
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I can definitely see the physics being a little too floaty or slippery for this game. The movement code was taken from a different work in progress game of mine and tweaked to fit this Jam, so the movement is more geared towards a more sidescroller platformer rather than a precision one. Unfortunately I didn't want to spend too much time tweaking the movement, so I settled for "good enough" so I could work on the rest with my inexperienced programming skills. I'll definitely keep in mind to make the physics more tighter for precision platformers!
As for the platformer hints, it's certainly one of the bigger criticisms I've received. I really wish I could've fixed that up, but unfortunately I ran out of time. This is definitely one of the first things I'm going to patch up if I do expand on this game!
I'm amazed to see how stunning the artwork is! I really like the gameplay aspect of having two different types of bullets to defeat two different types of enemies, really neat way to tie in the theme of eclipse and the 1 bit aspect! The music really gives that rush of adrenaline for me, really fits the mood of the game! At some point in the later levels, it's a little too easy to get clustered by the enemies and get into a bit of an inescapable situation, but overall I really like what's here! Definitely feels like a commercial game!
I'll definitely keep in mind having multiple smaller rooms instead! Originally I wanted the game be a bit more "open" rather than segmented, but eventually I realised I didn't have much to work with in terms of level design experience and overall platformer level tools. Having large rooms with little bits in between the large rooms felt like a compromise, as I could work with a few large rooms and then tweak what's in between them.
Really glad you enjoyed it!
Definitely took a little bit to get used to the artstyle, but I came to like it in the end! It's a really nice and simple game, and I love the addition of voice acting to it! The music in the different segments fits the atmosphere pretty well! I certainly had quite a lot of questions by the end, really curious to know what happens next! Overall, I think there's a lot of interesting lore to be explored here. I'd definitely be interested to see more!
There's quite a lot packed into this game for just a single week, it's amazing to see what's inside! Definitely hooked me in pretty well. The sprites and tiles really scratch that traditional 1 bit itch! I'm a big fan of the art in this game! The sheer amount of upgrades really add a lot to the chaotic fun vibes of the game!
The enemies spawn a little too frequently for the sort of damage I was able to deal, especially in the earlier parts of the game. It also slowed down the performance a noticeable amount on lower end hardware, leading to my use button sometimes not registering when trying to open chests.
I'd really like to see the jetpack activate whenever you hold the jump at any point rather than having to wait until the final jump to hold.
The game is overall pretty chaotic, and I really like that feeling despite how disorganised the balance is! I'm sure there's a lot of polish to be done, but at this state it's already a pretty solid "pick up and play" kind of game!
I really like the ways you've expanded on the gameplay with the flashlight and the spotlight, really neat ideas that I'd love to see explored more! The controller vibrations really add a sense of "something is approaching" that's really cool to feel! The subtle storytelling through the intended paths is a really neat aspect, always love to see storytelling in some form! Definitely a shorter jam than I'd expect, but overall hits that horror theme pretty well!
As a sidenote, due to being made in Godot 4, the game won't run on lower end hardware that lacks Vulkan support unless the user goes through the command line to open the game using OpenGL3. Not sure if you were aware of it, but it's something to keep in mind in case you want to expand on this!
I love the atmosphere that the sound effects and the gameplay emit, really nailed the atmospheric horror! The way the creatures interact with the lights is interesting, though I'd certainly like to see more that react more hostile to the light! Seeing those creatures definitely kept me on my edge regarding my light usage.
Also really love the designs of the creatures, definitely adds to the horror element!
The level design was definitely pretty rough on my part. I didn't have much experience designing satisfying platformer levels, and the lack of usual platformer level features really constrained what I was able to do with the level designs. In the end, I'm happy it came out decent enough for a first entry!
I'm glad you like the animations! Really had fun making them! There were so much more regarding the art side of things I'd love to do, but I had to dedicate way more time into the programming part as I was pretty inexperienced in that aspect. The leap of faith stuff was one of the fixes I'd like to make, but unfortunately ran out of time before I had to go to bed ;v;
Thanks for playing!
Oh! That was one of the criticisms I had (among others) during the last few hours. It was really unfortunate I wasn't able to figure out and implement a solution that kept the difficulty in time. When I come back to this project in the future and flesh it out, this will definitely be one of the first problems to be ironed out!
Thanks for playing! :3