Criteria | Rank | Score* | Raw Score |
Playability | #258 | 4.000 | 4.000 |
Theme | #653 | 3.000 | 3.000 |
Cleverness | #755 | 3.000 | 3.000 |
Artistic Style | #1697 | 2.000 | 2.000 |
Ranked from1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous.
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
yes
Is your game set to Public so we can see it?
yes
Tell us about your game!
climbing up a massive golem to destroy weakpoints. it is a platformer. wall jumping, moving platform, bounce pads. controls in game description.
Extra Notes
thank you for playing!
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Shadow of the Colossus, but in 2D! It's a bit unfortunate that you don't keep your momentum when you try to jump while the platforms are moving. Also the wall jump feels pretty janky. Overall it's an interesting idea, just needs some polishing!
I really like the idea, but moving on platforms while EVERYTHING is moving is pretty challenging to me :D
Thank you for playing! I hope you enjoyed it. I thought the unique feature of this is the moving world while platforming but this has a bit of a learning curve to it. so, Id like to make more easier levels that get the player used to platforming before scaling huge creatures and have this level more of a midground.
Pretty nice game! I love that you have to wait for the golem's action to make your next move, but thats also the downside, you have to wait quite a long time between each move. If you can balance the golem moving time or introduce a new player mechanism to provide an alternative way to jump up those blocks originally need the golem to be moving, it would have a better player experience.
Great game idea! Overall I think everything is great. I was a little frustrated that I couldn't jump up through platforms. I felt like that slowed things down a bit for me. It definitely has some Only Up or Getting Over It vibes where I kept falling out of the Golem and had to try again. Great work!
2D Shadow of the Colossus is a cool idea. Unfortunately, in practice, it involved a lot of waiting for the golem to move into position. But it's a neat concept. Pretty much unrelated to either theme though.
Thank you for playing and the feed back. I have a few uses of the word shadows from the oxford dictionary: to reference to proximity(being close to the golem at all times), Ominous oppressiveness (threatening or foreshadowing evil or tragic developments.), or sadness and gloom(i added as much sadness and gloom to the environment and the music. The Golem is a creation of alchemy. Golems are created from multiple element and used to serve there creators. i tried to go with different variations of the theme then the straight forward this is a shadow this is a potion.
What a cleaver idea - 2D Shadow of the Colossus!
This game was tough, but I still very much enjoyed it!! Really great job!
This game is challenging. In a good way. I will come back to it. I was a fan of the shadow of the colossus game back in the day so good job replicating a 2d version of that.
The concept and scale of this game is pretty cool but the gameplay did frustrate me a little. In particular, it was quite frustrating missing a jump, and then having to wait for a while until the cycle of the golem reset so I could try again. Its still very cool though!
Thank you for playing it. I hope you enjoyed even though it can be frustrating. yes the boss being on a cycle was a hard designing aspect i tried to have multiple paths without trivializing the experience and it was rough. I tried to leave 1 particular jump from the upper leg to the body but everything else that required cycle was mainly difficulty with level design. it was as fun experience to make and well worth it.
It's a really awesome and fun concept although in practice there are some things I definitely do not like. First of all I'm still not sure what the yellow platforms exactly do, also I don't get the point of having fall damage. Also, on the upper leg section, it's just flat out annoying to have to wait to fall all the way down and get revived, when adding walls so when you fall you just go to the bottom would serve the same perfect. Also, the moving parts of the golem make everything feel kind of janky and slippery since some jump you need to just sit there and wait which is definitely not fun at all. And some platforms will just kick you off them no matter what you do. I also don't get the point of having two separate attack buttons. The idea behind the game is great and I hope you can execute a full game nicely, but the prototype has too many problems for me to really love it. Also, the artstyle is a bit inconsistent between the golem and the player which does bat an eye, but I can't say I'm not guilty.
I love the concept. The scale of the golem is absolutely felt and I thought fall damage was a really funny and clever choice. I also thought the movement of the golem constantly changing the layout of the platforms was very cool. Having said that, the platforming felt really slippery a lot of the time. I think this was caused by a combination of really strict platforming and the movement of the player being slightly inconsistent and difficult to predict due to the movement of the golem. I think a way of zooming out or seeing how the golem is currently moving would help a lot with planning out your own moves, although I could see that detracting from the scale. Lastly, I found myself waiting for very long stretches of time for the golem to move into a position I could proceed in, becoming completely disengaged from the platforming. Overall, a lot of neat ideas I would like to see explored further along with improved platforming.
Very cool idea to climb the abomination, I had a hard time with understanding the wall jump mechanic. The clouds started to help out since it was impossible to see what direction the movement was during the climb
That was difficult. The concept of the game is super cool, a platforming game where the entire world shifts. I really liked it.
Animation and art are fine, they could be improved but we only have 2 weeks so you really spent you time well getting what you have done. The controls should be improved, the fact you can wall jump only once from each wall is annoying.
Couldn't really figure the shadow part of the theme.
This is a cool game and concept and overall really good job.
Thank you for playing the game and I'm glad you enjoyed it. as for the shadows I have a few uses of the word shadows from the oxford dictionary: to reference to proximity(being close to the golem at all times), Ominous oppressiveness (threatening or foreshadowing evil or tragic developments.), or sadness and gloom(i added as much sadness and gloom to the environment and the music. as for wall jumping only once its the only way I couldn't get the game from being trivialized in certain area. I fully learned from this experience that there needs to be a balance of difficult and easy mechanics(frontloading the easy ones) to keep a rewarding experience. If I continue to develop the game I would love to put in an effect of the column you are on "turning off" to better translate this.
Super interesting concept, you did well getting everything you got done in the timeframe. I have some of the same issues as others have posted. Some of the animations are too subtle, the character doesn't feel very controllable, the wall jump walls don't feel consistent on how they work (specially when they start becoming more horizontal), and my personal biggest issue is the incorporation of the theme is extremely vague and underdeveloped. The feeling of movement while platforming is awesome though, and it was pretty fun overall!
Hello thank you for playing and I'm glad you had fun! the walls are supposed to be inaccessible as they transition in angles. as for the "theme" I used a few definitions for shadows: used to reference to proximity(being close to the golem at all times), Ominous oppressiveness (threatening or foreshadowing evil or tragic developments.), or sadness and gloom(i added as much sadness and gloom to the environment and the music. I also added the teleport mechanic to make the game a bit easier while incorporating shadows into the lore of why your character cannot die. I sadly had to ask my music guy to rewrite the theme once to match as the original, though fantastic, was not gloomy. as for the alchemy, instead of focusing on the player doing combination or transformation I decided to go with a more remnants of someone else creation. the golem being front and center as both the boss and the level I felt had enough showcasing of this theme. there are other subtlety's of the themes.
Ah that makes more sense. Its not easy interpreting the theme in unique ways, I get it. But your unique gameplay loop really carries this game as well. I'd love to see a fully released version with more polish and story elements! If you have time, check out my platformer I entered in the jam we have similar atmospheres :)
Will do! I cant believe i missed playing it and reviewing it. fun fact i just got back from polishing a bit of the game broke so much more and now had to revert back. i think this was a lesson on it works well dont fix till after the jams done. i have the code now inplace to get the positions and everything for aligning the character to the wall just breaks on the arm because of the rotation. physics are hard.
Wow ambitious - this must have been a lot of work. Goes to show how capable Godot is these days.The second I realised the whole level was the giant Golem and it was moving and with the music as well my first thought was “epic”.Jumping and some of animations could be tidied up a bit as they’re just a bit rigid and lifeless, but that’s just because so much work has gone into other parts of the game.Great work.
While I don't really like playing rage inducing games, I like this one. I really love the mechanics and how they interact with each other. The UI and some art in the game could be better, but the gameplay really makes up for it.
As I'm typing this I noticed that I see just like after those optical illusions videos. Can't imagine how it was for you debugging this:)