Art and music was great.
The wall jumping definitely needs some input buffering. I struggled with it a lot.
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Etselec's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #859 | 3.943 | 3.943 |
Overall | #2065 | 3.305 | 3.305 |
Creativity | #2789 | 3.200 | 3.200 |
Enjoyment | #3323 | 2.771 | 2.771 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You play as an old man who scale down the mountain.
Development Time
(Optional) Please credit all assets you've used
music from Brandon75689 at https://opengameart.org/content/cave-theme
Comments
Very atmospheric and a great style!
A few little things like the wall jumping and and collision areas on the hazards being unforgiving can make it feel very difficult, but the general movement and controls feel very smooth.
The ability to look ahead at the connected screens was a cool feature for scouting ahead.
Great game!
I like the pixelated graphics, especially the upgrade shrines! I could have used a wider field of view. wall jumping between screens was tricky.
Charming game with great style. Movement feels very smooth, and learning I could wall-slide was a godsend. A very difficult game but checkpoints help. Nerf red grass that stuff was destroying me XD
The best thing about this for me is the story which I find really intriguing, Art style is good enough but could be improved. UX is not great at the start, As you're mapping the jump and dash to X/Z, You should give an in game indicator for it. Level design is good but it forces slow game play by having to check every corner. SFX would also improve the game, And Better jump mechanics(Like immediate feedback when you jump) should be good. Overall a very decent experience, That could use some tweeking to make the feel of the player better
I believe the definition of climbing is to go up, or to go towards the top of something. In my case is climbing down, to go down, or to go towards the bottom of something. Climbing doesn't necessary meaning that you have to cling to a rock with your hands and foot and ... well "climb".
About the jump height, I think it is obvious enough after your first dead to falling that you just need to look at the distance and say "yeah I will die from that".
Thank you for playing and leave a review. I know that it may seem as if I'm not listening to your advice but believe me when I said I do and if enough feedback about it come up I will consider.
Awesome idea, and I love the level design, but the player feel super difficult to control. Walljumping is so hard in this game :,,,((
Otherwise loved it!
If it make you feel better I would say that he just went to sleep because is leg is tired and some evil mountain goat just keep dragging him back to the campfire. Lol.
Thank you for playing. I can see that you put a lot of effort in to playing my game because you "losing so much" and I really appreciated it.
Cool art style and interesting ambience but the game was very unpredictable and could set you back a lot for not knowing you would fall onto a spike for example. Great job though! (Edit: I realized you can look down but it probably should have had an in game tutorial)
If this is a long term project I would implement sth like hints after a certain amount of time you die at a check point.
If you haven't figure it out, you can break your fall by dashing mid fall. It will stop the damage calculation at the point you dash and start again. meaning you can get max 2 time fall height.
Thank you for playing and leaving a comment.
Interesting game, I think some more frequent save points could help the progression
I enjoy the sstyle and the planning involved for looking down at the next area. I don't think I'm skilled enough to pull off the wall jump but I appreciate the challenge of this game!
Very difficult but fun! The pixel art looks nice and the powerups added variety to the mix! I do think the collider on the spikes might be too big or something because I would sometimes die to a spike I seemingly hadn't actually touched. Overall nice game!
Right after getting the stronger hands, felt like I was abusing a bug by rapidly jumping against the wall to climb up. I don’t know how else I was supposed to climb it, but it just didn’t feel right. I also got super stuck right after getting the dash, I just had to yolo jump across 3 screens without seeing anything, and I’d sometimes just die randomly. The art style is very pretty and I think the concept is very promising!
After getting the hand upgrade you was supposed to bounce from wall to wall to clear the very next long vertical wall. I've also encounter the bug you mentioned after the 48 hour deadline so I was unable update the game (should be fix by changing 1 float *sight*).
After getting the dash, you can use it to clear the wall right next to it. In the next screen is a semi puzzle that you have to solve. I guarantee you that all the context was there and if you look around you will be able to solve it.
A hint is that you can break your fall by dashing. This will end the damage calculation at the point you dash and start again after you countinue to fall, meaning you can fall from nearly twice the original height.
Anyway, thank you for playing the game and leave a review.
I wasn't expecting the metroidvania mechanics! They change the pace of the game and make it more fun, although it's still really hard haha
Suuuuper cool concept and style, unfortunately got turned away after a bit because of the tight jump across the first coral looking pit, wish the death box was lowered a bit. skill issue probably. nice job!
That was a fun challenge! I like the atmosphere of the art; it's very lonely and foreboding.
The "look up and down" mechanic was helpful. Although, the "look up and down" viewport doesn't move when the character changes screens.
While most of the game was a fair challenge, the hardest part of the game was climbing up the long shaft after unlocking the wall jump. Repeating the small wall jumps is surprisingly difficult; there's very little margin for error, especially with having to change movement direction with every jump very quickly.
I don't think I could recreate it, but I encountered a funny bug where I cleared this specific section by dashing while falling into the ground, causing my dead body to slide into the checkpoint.
All-in-all, great work!
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