Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

All Paths Lead To RomeView game page

A race against the clock, survive long enough to find your way through. You'll have to buy your time back!
Submitted by GameDev_byHobby — 6 days, 22 hours before the deadline
Add to collection

Play game

All Paths Lead To Rome's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#703.1883.188
Audio#732.8752.875
Graphics#882.8122.812
Fun#932.5002.500
Accessibility#952.3122.312
Overall#982.5622.562
Controls#1012.5002.500
Theme#1251.7501.750

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
Godot 4.3

Wildcards Used
Style Shift, Shopaholic

Game Description
A 2D-3D platformer about outrunning your death. Sell your valuables and get a chance at erasing your failures!

How does your game tie into the theme?
Once you die you have to buy a consumable to be able to erase some or all progress so that you may continue living. It also shifts from 2D to 3D

Source(s)
https://github.com/Touff-97/all_paths_lead_to_rome

Discord Username(s)
touff97

Participation Level (GWJ Only)
2

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I don't think I really understood what was going but maybe I was running into bugs? Sometimes I would start the first room of the first level and the platforms wouldn't move before the lava killed me. Other times there wouldn't be any exit doors. When things were working for me it was fun. I like frustration platformers and this seems to be working in that world.  It took me a second to realize I was choosing my path. I thought that was pretty neat.

I think an important aspect of frustration platformers is they need to be consistent in their inconsistency. This felt very random how things were going to go when I got into a level and so it seemed less about me remembering and more about if the cards were going to fall my way. Its possible that I was just unlucky and running into a lot of bugs. I think that's one of the risks in these kinds of games. You are trying walk that fine line between fun and frustrating and its such a razors edge that the game needs to really be tight. I just think you needed more time. It seems like a big undertaking for a jam and I think you did a good job given the time constraints I just wonder if down scoping some things would have allowed for more time to playtest and iron out the handful of issues and really smooth out the game.

Developer (1 edit)

Hey, thanks for playing! I haven't come across the platforms not moving bug. It's important to note that you control when the lava starts moving to a certain degree. For most levels, you need to react fast and catch the platform because I find that the first cycle is the best to complete the level. As time goes on, platforms may desync and cause problems. I will agree with you on some bugs like disappearing doors, because you lose for something you can't control. I didn't intend for it to become a rage platformer, but it does work like one I guess. But this can also be mitigated with the purchase of items at the game over screen. I think it's something easily overlooked, but it does give you a level of damage control. You can retry the level, choose to start from another level you already played and also slow down the speed of the level. It's definitely a proof of concept / prototype at best, and while it would have been easier to make it smaller, the ideas I had for the themes kind of forced me into this scope. I will go back to it in the future and fix as many of these issues as possible. Thank you for your feedback!

Submitted(+1)

The core idea is nice, I think there's a good basis to build something great. I would have loved to seen a bit more refinement on the 3D part, as the perspective used, and lack of shadow under the player made it super hard to estimate distances - resulting in a lot of death by lava! That being said, I hope you'll continue exploring and refining this concept.

Developer

Yeah, the 3D levels were one of many features I wanted to add and didn't have much time to perfect it. It's the single most noticeable issue and I'll definitely come back to it in case I give the project a second look. Thank you!

Submitted(+1)

I like the switching from 2D to 3D a lot! i had some trouble with the 3D platforming but overall good game!

Developer

Yep, it has to be improved, but the spirit is there. Glad you enjoyed!

Submitted(+1)

Fun game! I know its been said before but a drop shadow is the only thing missing from the more 3D levels. I enjoyed this one a lot.

Developer(+1)

Glad you enjoyed! I definitely will keep improving my 3D skills. I've worked a lot with 2D but not so much otherwise. Thank you!

Submitted(+1)

I need to branch out into 3D myself. this was a really clever blend of what you know and trying new stuff.

Submitted(+1)

This was a cool concept of a game. I like the premise but I felt the lava moved a little to fast, in some cases it was impossible to even make it to a door :(

I like how you integrated 3D and 2D into the game, I just found the 3D a little challenging to tell where I was and how far I was jumping haha.

Overall, really cool game, and I liked the design and how you constructed the levels.

Developer(+2)

Cool, thank you for playing! It definitely gets fast, but you can buy the gold crystal thing to lower the speed, as well. Although it's not stable enough, so I'd say the game is at fault most of the time

Submitted(+1)

This is a really cool game. I like it!

I also like how the game forces you to collect coins if you want to keep going, just like the rings from Sonic.

However, I think the rising lava in the 2D style is too fast, at least for me (it's probably just my skill issue). Lastly, it's very difficult to tell where you're going to land after a jump in the 3D style.

Anyways, keep up the great work!

Developer (1 edit)

Thank you for your feedback! Glad you enjoyed it! 

The coins were directly inspired by the need for a shop to avoid death. I made sure to put them in the places I wanted you to go, minus a few. And also the fact that prices rise after purchasing, so you're always risking a jump for more coins.

The difficulty might be because every time you die, it speeds up. And it gets a bit unmanageable at time, I agree.

The point in the 3D level is that the camera has a wall that pushed you off, so you want to stay way ahead of it, but that also means that you don't see much (even less with the resolution). I think a lot of people agree that the 3D levels are a bit hard to play because of that. So  I'd definitely try something different in the future

Submitted(+1)

Nice game! I really liked the shift from 2D to 3D, it was very cool, but as others said the perspective felt a bit odd which made jumping difficult. Otherwise I really enjoyed it & nice touch on speeding up the music :)

Developer

Glad you enjoyed the music! It's always a bit hard for me to pick the right track, I'm really not the musician type at all. I also agree with you on the perspective, if I get back to it I'll definitely fix that one.

Submitted(+1)

The idea is very cool and the 2D areas were well executed, the 3D was pretty rough due to the perspective. Great game!

Developer(+1)

Thank you! It definitely needs some polishing for sure. I'd do it differently if I were to do it again now, for sure. I wanted it to feel like the level was chasing you, but it's either too far back or right on you

Submitted(+1)

Neat concept!  The perspective was a little rough on the 3d sections, and I died a few times to a platform that didn't seem to have collision.  But nice music to go along with the gameplay :)

Developer

Ah yes, I was doing the levels at 5am and wanted to put some traps in... Thanks for playing!