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Expedition into darkness's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #34 | 4.062 | 4.062 |
| Graphics | #56 | 3.562 | 3.562 |
| Audio | #58 | 3.375 | 3.375 |
| Overall | #64 | 3.295 | 3.295 |
| Controls | #69 | 3.125 | 3.125 |
| Fun | #71 | 3.125 | 3.125 |
| Originality | #80 | 3.188 | 3.188 |
| Accessibility | #98 | 2.625 | 2.625 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1
Wildcards Used
Side Effects Include.., and A Capella
Game Description
Beware of the dark.
How does your game tie into the theme?
It is about exploring / an expedition in the darkness.
Source(s)
yes, source files are attached to download
Discord Username(s)
rubberduck
Participation Level (GWJ Only)
1
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Comments
Seemed very cool and loved the art and audio, but couldn't quite figure out what I was supposed to be doing.
I really like the way you worked with darkness to make the levels more interesting. I’m a sucker for torchlight games and this one was really nice.
Good job!
This was a lovely experience! I really enjoyed the art and audio.
I had a little trouble initially understanding that some of the main menu options were disabled. However, that is a pretty clever way of doing it.
There is a small accessibility concern with the switches. The off state should probably be a good amount darker in the event the player is Red/Green Colorblind.
On a separate note, I'm not sure I agree with the way switches are randomized. It leads to the player simply trying combinations rather than being able to feel clever by figuring it out. This effect can start to feel punishing as the level sizes start getting bigger as the worse case it could take !n tries to solve it.
I did really enjoy the art and level design, especially the player character and the verticality of the 3rd level.
https://www.twitch.tv/videos/2465932488?t=2h6m17s
Great work, especially for a first jam! Really enjoyed the audio. It seemed like picking up the relic would often block the flashlight, not sure it that was intended to be an addition challenge to be picking it up and down frequently.
Also, I saw on the game page you linked a bug; I looked into it and there isn’t actually a bug (I left an in-depth explanation on the github page). I’ve used lots of subviewports on web and the only issues I’ve had is generally around getting myself confused local vs shared assets. I’ll try and load up your source later to see if it’s clear what’s wrong with web.
Again, great work and thanks for helping making everything better!
Update - I took a quick look, there’s more than one issue but, for starters, you need to know that the Forward+ render is only available on desktop (you can change it in the top right). Web can only run the Compatibility renderer and doesn’t support all the features that Forward+, critical to you, it does NOT support
hint_normal_roughness_texture. Additionally the world env support is different.If you want to export for web, generally the best thing is to change to Compatibility renderer so desktop looks just like web. Fortunately, there are warnings of unsupported features.
So, for starters, just comment out
uniform sampler2D normal_texture : source_color, hint_normal_roughness_texture, filter_nearest;in both shaders (it’s not even being used). With that, the shaders compile. My guess is you’re utilizing some features on the world env that aren’t supported and I don’t know all the settings well enough to know if you can get the effect you want in other ways but hopefully this is enough to get you pointed in the right direction. At the very least you know it’s not a subviewport bug.thanks, I didn't know that it is not a bug, even it felt really as one.
Yeah, and the relic picking up the flashlight was intended, the idea came actually from the side effects wild card, whenever you carry it, it senses you and turns into dark mode. And if you put it down somewhere, the light is back to normal.
I really like the look of the game. I also like games that play with darkness, we need more of those. Good work!
Loved the darkness effect when you collect the relic. I ran into a weird bug where one I ran out of battery and then I full it back up even if I try to turn my flashlight on it wont turn on. Big fan of the of having the level select screen an actual level instead of just a menu, good work!
The sounds and graphics are amazing, and I also like a lot how the menu is part of the actual gameplay.
Was a fun exploration experience, really cool entry!
Good job for this entry !
the 3d looked decent to me even for a prototype.
I played the first level an I also got confused on why the first button on the right couldn't get on before I press the other two.
But still the controls were good and I can easily see how this could become a full game.
long live to Godette !
Loved the cute model for Godete. I've read your comment that it's basically a prototype and I think you have a nice thing to work on here. The flashlight mechanic worked very well. I can totally see the battery level as a mechanic to manage resources. The a cappella music and sound effects gave me a good laught 🤣. Congratulations.
the graphics and animation looked really nice.
im not quiet sure if understood the puzzles. sometimes i could activate a button, sometimes it didnt work. i couldnt get to any buttons in the menu, except start and quit^^
i was nearing the end of level 3 (lots of walking) but then i fell into a hole in the ground near battery on the right ... i didnt finish the game^^
nice entry, i really like the shadow light effects
yeah, it is intended that you need to activate them in the right order,
and while there is feedback if you actvate the second one, if it is wrong (It plays a sound and all buttons are off again), I didn't implement something for the first button, or whenever no one is active yet.
And with the buttons in the menu, I initially wanted to implement these, an options menu and a tutorial / a how to play page.
And finally I overestimated the complexity of my game a bit, and this weekend I had even less free time to finish it, as initially planned. So Things didn't went quite as expected on my side too.
I see blender monke, I click blender monke
The buttons at the start menu didn't seem to do anything for me, so I wasn't sure how to play
yeah, you need to play enter, I will update it in the description. Also, better try dowloading the executable version, if you are not already doing this.
The web version is broken because of a godot bug, which I had to upload for mac users though.