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HIDDEN's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibilty | #12 | 3.250 | 3.250 |
Originality | #14 | 3.906 | 3.906 |
Audio | #23 | 3.406 | 3.406 |
Graphics | #27 | 3.863 | 3.863 |
Theme | #31 | 3.813 | 3.813 |
Overall | #33 | 3.371 | 3.371 |
Fun | #44 | 3.188 | 3.188 |
Controls | #75 | 2.438 | 2.438 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
Memento Mori
Game Description
Navigating this pixelated world requires some caution. You may or may not find hidden traps, collectables and a way out from these pitch-black environments.
How does your game tie into the theme?
Navigate levels through hidden platforms with reflective audio technology
Source(s)
N/A
Discord Username(s)
Exocoatl - lukecose - Changbot.
Participation Level (GWJ Only)
4-6
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Comments
I LOVED the idea for this game, and you implemented it quite nicely, though for me the controls were a little slippery especially around spikes where I feel there could have been a smaller hitbox. I'm not a huge platformer guy so maybe that's just me, but overall a great game.
Thank you so much for your feedback! We have a new build ready to upload post-jam which should hopefully fix a lot of the controlling experience that you and many others have commented on. Thanks for taking time to play our game :)
I thought this was interesting and charming, great job!
My Notes
Thank you so much for your feedback! Definitely will be thinking about lowering hitboxes on spikes and adding controller support! :)
Excellent work! Echoing some other comments:
Initially I struggled with the wall jump BUT I realized you can just hold towards the wall and keep jumping, which was super easy and worked well. Getting a really nice wall jump is probably going to take a lot of time so what you have is pretty good once I figured it out.
Again great job, looking forward to more!
Thanks for the feedback glad you enjoyed it despite the control issues. We are working on a fix to the issues listed most of which have been resolved on the dev build, we're just waiting for the end of the jam before we push it forward to here. Hopefully we can convince you to give it another go when we do, would love to get further feedback.
Thanks for playing!
The game did not open in chrome for me. As such I did not rate it. Just putting this here if you want to update it later on
Very strange, worked fine for me just then on a fresh install on chrome so not sure what the problem would be, maybe some setting on your end but I'm not sure. If possible would you be able to provide more info as to what actually happens. Like can you hit the run game button, does it just get stuck on the splash load? Would like to know if this is an issue we can resolve on our end or its some weird browser error.
We do plan on updating after the voting window so hopefully you can try it out then should be more polished with the controls and stuff so would likely be a better experience anyway.
It crashes at the after it loads into the browser. I see Godot logo and the loading bar and it crashes. I plan to give it a try later on when I install other broswer. Thanks for replying. I think if it works on your end it might be something specific to my browser
I've got some notes. First the negative:
As for some specific things I liked:
It's fun, the audio is fine to my untrained ears, and the graphics agree with my sensibilities as you might be able to tell from my avatar ;] Good job!
Glad to hear you finished it! Sorry about the control issues, it's been our number one complaint so far but we are working on a fix to those and a few other things which should come by once the Jam voting is finished. Really appreciate the feedback both positive and negative, really helps us out.
Thanks or playing!
Cool mechanic. I think the jump could be a bit more forgiving, but overall it feels pretty polished and consistent. Good job
Hey there, thank you so much for playing and providing feedback on your experience! We'll be looking at controls in an update post voting period. Seems the line between our intended difficulty and player controller feel was a bit blurred so we'll definitely work on improving that! 😊
Cheers!
Nice use of the "echolocation" mechanic, good idea. As others said the controls need to be worked on a little bit, but otherwise really cool. Well done!
PS: and the 1-bit art was a perfect touch for this type of mechanic, nice thought :D
Happy to hear liked the art style, we decided to go that way to better highlight the echolocation mechanic as a main focus and so that I could learn the shape language of pixel art without worrying about colour palettes and all that stuff. Glad you enjoyed it and I hope the controls weren't too frustrating to play with. Thanks for playing!
Nice game, I like the Idea, I personally like these LiDar kind of games and this reminded me of them. I like the graphics and audio and the idea of having like traffic lights as checkpoints. The only issue that I really noticed was that the hitbox of the spikes seemed to be a bit larger than the sprite, which got kind of frustrating. But overall this is well made and definitely a good game for 9 days.
Glad to hear you liked it. I hope the collisions didn't get in the way of your enjoyment too much, I'm fairly certain they are accurate to the size of the size of the spike but maybe the combination of that and the player hitbox could be making it larger than it appears. I'll look into it for an update. Thanks for playing and providing feedback!
Had fun with this one. I liked the sonar mechanic, and can see its potential if explored further with new mechanics. The menu was unique as well being tied into the world. As others have mentioned, maybe some extra air friction could allow the player to make more precise platforming. Otherwise, great job!
Happy to hear you had some fun! Thank you for playing and for your feedback.
Thanks to yourself and others, we're looking at supporting the game with a future update to tighten the controls and movement!
This one is really cool. Great use of echolocation and the memento mori wildcard. There's a lot of room to expand the gameplay of this in the future. The graphics and audio are really charming. The menu being part of the word is super neat. I'll echo (heh) what others have said about the movement being a little too difficult. Well done!
Happy to see you enjoyed it. I hope the controls didn't ruin the experience for you. As stated to others we are planning to do an update to fix the controls so hopefully the game plays better once we get that done after the voting period.
Thanks for playing!
I liked a lot about this game - the art, the sound, the level design, and the core concept. I even found the main menu being integrated into the tutorial really cool! As a few others have mentioned though, the controls feel a bit off. Seconding Quenched Disorder's comment, the movement sensitivity in air was a problem, and there really isn't a way to stop moving forward during a jump since pressing the opposite direction has you instantly going full speed in that direction. I also would have liked a bit more control over the sonar; the number of times I hit an invisible wall with the sonar revealing a large chunk of wall, but missed the one spike on said wall and couldn't see it, did get frustrating. I'd love to see this concept further expanded upon though, and what you have is a great entry!
Glad you enjoyed most of the game, I do wish we picked up on the issue with controls earlier but it's turning into a learning experience for the team next time. I hope the controls didn't ruin your experience too much. We do plan on releasing an update to fix the movement controls after the voting period so I hope I can convince you to give it another go once we do.
Thanks for playing!
I really liked the scan mechanic, it could be fun to further extend it. Another cool aspect I found is the art and how it was introduced the menu and tutorial, really original.Nonetheless, It took me a while to get used to the movements mechanic... well done!
The movement really is the main problem we've been facing. We do have plans to fix it in an update so hoping you give the game another go then. Glad you liked the rest of the game, we are very happy with how everything else turned out. Thanks for playing!
Excellent graphics and Audio! I love seeing a well polished 1-bit game :D
Thanks for playing and giving feedback! Glad you enjoyed our game!
Nice sonar mechanics and the start menu.
I found some parts inconsistent with jump distances and character control, but otherwise it's really nice!
Sorry about the jump controls, I hope it didn't sour your experience too much. We plan to update the game after the voting period so I hope you give the game another try then. Thanks for playing!
Like the others already stated, I also find that the controls seem a bit too challenging sometimes. But the game seems quite polished and nice and I like the level designs. Also good job with the title screen / main menu.
Really bugging me we didn't notice the issues with the controls earlier, glad you enjoyed other parts of the game though. Thanks for playing!
I love the sonar mechanic, it’s really fun to use! The memento mori wildcard was also nicely implemented in a way that served a gameplay purpose. The main menu was well done and the game felt really polished too.
Some feedback on the controls:
Air control is too sensitive, it seems like a single tap in the opposite direction changes your horizontal velocity v to -v immediately. That is fine on the ground, but when making precise jumps we sometimes want to keep going in the same direction just less. This could be solved by lowering the acceleration of the character while in the air (or implementing a separate air acceleration).
Wall jumping requires too much precision. When jumping between walls, the controls require quite a lot of precision - first you have to keep holding the direction towards the wall you want to jump off, then when you reach it you have to jump and very quickly change direction. The wall jump fails if the player switches direction just before touching the wall, which feels bad. A similar thing to coyote time can be implemented here to not punish the player if they’re slightly too early. Edit: I noticed you already implemented coyote time for the jumping off platforms, so something like that for the wall jumps would be great too.
I think implementing the air control changes from 1 will also help with 2, because it’s less punishing if you switch input directions slightly too early since you’ll keep travelling in the same direction for a bit and still reach the wall.
Nailing the feel of the controls would greatly elevate the game feel. Even though I had the control issues above, I think the game is overall well implemented and very polished!
Appreciate the detailed feedback, helps a lot for when we go back to fix it. Glad you enjoyed the other aspects of the game though, hope you come back to play again after we update the controls.
Thanks for playing!
I will, just reply to this and I’ll give it a try!
The Sonar mechanic is awesome, but those controls are tough! That little robo definitely needs some better servos :D
The Sonar mechanic is awesome, but those controls are tough! That little robo definitely needs some better servos :D
Thanks for playing our game!
Glad you like the Sonar mechanic. So that we can better tweak the controls for an update. Would you able to provide more information about how the controls felt?
I honestly thought it was part of the game, imagining being a robo on one wheel. What I meant particularly is that when you first jump straight up and then lightly tap a direction, you travel very far.
Maybe keep it as part of the game and when you collect stuff you upgrade your movement. like finding legs or something :D
Props to you on the title screen, really cool. I found the character controller needs a lot of tuning though, he moves very far if I just tap the move key and that isn't great for precision platforming.
Hey thanks for playing!
I think we as a team got too used to the controls we had set up, when it came to playtesting the levels we definitely overlooked the players control as a potential issue. Out of curiosity though so we can better tweak the controls, is the issue with movement too far on the ground, in the air, or both?
The character moves really far on the X coordinates both on the ground and in the air, there is a spot on one map where there is a drop in front of a spike and it feels like you need a near perfect frame input to avoid moving into the spike while dropping down due to how close it is and how fast you move on the X.