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A jam submission

Soulful CompanyView game page

Explore the Soul
Submitted by BestLizard — 3 minutes, 37 seconds before the deadline
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Soulful Company's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#133.4173.778
Metroidvania#143.1163.444
Enjoyment#153.1163.444
Overall#153.0653.389
Execution#212.6132.889

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Lizard - Project Lead, Programmer, Sound Design / Ethanicuss - Level Design / RWDragon - Level Design / Declivever - Environment Design / FloofyTreats - Programming / Kourii - Programming / Cider - Artist / Tsugomori - Music / Drew Chippy - Writing

External assets
(Visual assets) Penusbmic - Dark Series / Kenny - Kenny Input Prompts / SmallsTheKobold - Misc sprites / (Audio assets) Nox Sound Design - Essentials / Darkworld Audio - Darkworld Audio / Pizza Doggy - ROT Horror Bundle / YourPalRob - Horror SFX Complete / Virtual_Bread - Analog Drone Horror 2 / Raw Ambience - Metal Parts / Atelier Magicae - Various Packs / Ethan - Misc audio / Wesomander - Misc audio

Comments on the jam
Cool jam

Reference info
halifaxlarose@gmail.com

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Comments

Submitted(+1)

Interesting premise and I actually found that I enjoyed the light stealth mechanics quite a bit. That's not usually my thing, but it felt really good here. The movement also felt fast and responsive on keyboard.

While the player jumping to the back of enemies during the backstab attack is a great touch, it would help a lot if there was some additional animation from the player character. It took me a few tries to figure out when the backstab was working and even then there were times when I died because an enemy turned around on me while I thought I was backstabbing.  

There also appears to be an issue where the player can fall out of the map if they turn around immediately after loading into a new room. I think the player character scene is being placed inside of the Area2D colliders that are used to detect when they exit a room when they should be just outside the collision shape instead. Thankfully, your save system means this really is not all that much of a setback for now.

Overall, this was pretty ambitious! And managing a large team can take a lot of effort. I also like the story elements that were in there. Great job!

Submitted

Nice work! Love the visuals and the story. Echoing other comments, the backstab is cool idea and I LOVE LOVE LOVE that you magnet towards your target (so you could jump up from behind and get it while being arms-length away), and the blood splatter was cool but the act itself needed some visual.

I beat the game but I almost gave up a few times, the wall jump timing was so tricky to get right, combined with the fixed keyboard controls and no gamepad it was probably 15-20 tries. Here’s a great vid on walljump https://www.youtube.com/watch?v=l4NLkNhXuVI but obviously jam timeframes makes that challenging.

There were a number of times I got stuck between rooms so I’m glad there was the quick load but I don’t have a built-in numpad so it was tedious to use. Still, I really enjoyed this, would definitely play an expanded version.

Developer

The quickload was a debug tool that I realized was better to leave in than remove, that's why it has such a weird mapping.


I'm glad you liked it, we worked incredibly hard, and you bet we wish we had more time but we have floated the thought of continuing and polishing what we already have. Would be up to them though.

Submitted

Cool vibes, nice visuals. I like the backstab mechanic but the animation is too slow and the start is very unclear, just feels like you are frozen. I finished the game I think? Ended up back at the menu.  The enemy mechanics are cool, the first encounter you have with one teaches you to be very afraid of them heh.

The pacing feels a bit weird after you get the dash ability. I ran into the next area after the dash puzzle and fell down a long ways and went through a bunch of different looking areas that all looked like new biomes, but then the game ended before I had a chance to explore them.

Good hinting on the "puzzles", you would encounter a room, try to do it, see you were obviously missing some ability, and backtrack.

Mentioned by others but there is a softlock issue I ran into several times where exiting a room right as you enter breaks things. One time it happened I was able to still move left and right even though I was off screen. I suspect the player is falling off the map.

Anyway nice work, solid entry.

Developer(+1)

Hey thanks for the comment!

"The pacing feels a bit weird after you get the dash ability." Yeah we straight up ran out of time, the city zone had something like 15 rooms planned but none of them had enemies and only two of them were decorated, so all the other ones were axed. The underground was also supposed to be longer.

Submitted

Love seeing games made in Godot! Really nice aesthetics. Enjoyed the story and sound design. The graphics really helped with the feel of the game. The normal jump control felt good. I liked that the character moved quickly. The powerup cutscenes were a nice touch. I really enjoyed the stealth game feel.

I found the wall jump REALLY hard to use. So much so that I just gave up playing. It stopped being fun. I also expect that in a Godot game there is gamepad support. It takes less than 5 minutes to add it. (Keyboard controls hurt my wrist.)

All-in-all really good start and it has a lot of potential to be a solid indie game.

Submitted

Gameplay had a nice feel to it. The narrative has a dramatic feel to it in the right way. The stealth requirement added coolness to the game and served the overall story. Thanks for making this game!

Jam Judge(+1)

That was interesting, to say the least.

Stealth Metroidvania is an idea I've been dreaming about ever since it appeared as an optional theme on one of the voting pools, so I was curious to see what was going to come out of this. There's definitelly potential behind the idea, but I still don't feel like it have been fully fleshed out here sadly, but I understand this is probably due to time restraints. I really like how Patrick is barely faster than the enemies tho, after all, the best stealth games are the ones were stealth is a mere suggestion!


The art is very pretty too, you guys went all out on the scenery and it paid off, it's a very pleasant world to wander around and look at. I also really appreciate the story, I'm also the kind of person that is way more willing to play as a named character than a generic hitbox provider, and I kinda wanted to see more of it, I don't feel like I had enought time to know Patrick properly, kinda wish I could also have actually met Demmie throught a phone call or something (Also cmon, was Patrick's computer really the only one on that whole building?? or did Jack went all out breaking everything he found on the way? (Actually, that seens like a funny image, I'm headcanoning that))

But anyway, gameplay was pretty simple, I don't have any real comment on that. ALTOUGHT, the sound effects lmao, I'm sorry, but I just can't tank the "AURGH", "UGH", "EUGHH" every time I jump, it's just soooo silly XD

I also found the backstab animation amusingly cute, idk, every time I saw it I just screamed a very soft "hyiaa" in my mind x)


Also yeah, you can fall out of bounds if you pass throught a transition and immediatelly turn around, I assume that happens because the game spawns Patrick right at the edge of the room whenever he pass throught a door. There's also no ceilings on the open areas, so I also could climb every big wall and throw myself into the void behind them too because that's funni


A minor nitpick too: I will once again advocate against spacebar jumping like I already did in various other jam games. Please, if you're not using W for anything else, PLEASE let me jump with it!! I know it's just personal preference, but I always like to complain about that because it's such an easy thing to just give me the option to jump with both....

Developer(+1)

Actually, I like your point about the w key if its not being used. Having both space and w be the jump button sounds like the best approach.

You're right! We're marred with time constraints, we had a lot of people new to Godot and to game jams, as well as some availability problems here and there. We know it has potential and I think most of the team is motivated to continue working on this after the jam. There was definitely more writing planned and everything.

Submitted

Ooo I was looking forward to this one because your cover art was cool. I am not disappointed. Props to your artists; there's some fun stuff here. Also, I'm a huge narrative nerd so I appreciate when games go for story first approaches, and you had some good intrigue that kept me around. Also props to your level designer. It's rare to see solid level design in a jam, especially coordinated with environment art, so this was a treat. Good use of lock before key design, weenies adapted for a 2D space, and flashbulb locations to help keep me on rails and guided. Really well done!

There's a bug where if you immediately go back to the room you just came from, the game locks up and requires a restart. I can't seem to get past the room with the street lights and the tall jump up. I jump up there and then the game locks up and my guy is gone.

Submitted

I really like that you put an unusual twist on metroidvania, having it be a stealth game. I really like the story to, but would have liked to have some more dialog, when getting a powerup maybe? The visuals were really good and reminded me a bit of rainworld. Sound was also good, although i was a bit confused as to why the robot sounded so human, you could make it sound a bit more roboty if you bitcrushed it. The only real issue with the game i had was that the backstab powerup was really slow, unclear and unresponsive when you used it, no sound or visuals saying you performed it correctly, you just stood there a bit wondering "did it activate correctly" and then they die. Would have liked some more feedback on that attack. Other then that there are also a whole lot of bugs but i didnt find anything really gamebreaking so its not that bad. Well done on finishing the game