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The Beacon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #18 | 3.146 | 3.300 |
| Metroidvania | #22 | 2.765 | 2.900 |
| Enjoyment | #22 | 2.670 | 2.800 |
| Overall | #22 | 2.694 | 2.825 |
| Execution | #28 | 2.193 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot 4
Team/Developer
Roboticy3/Pablo Ibarz
External assets
Freesound: Mug Breaking.wav by m_delaparra -- https://freesound.org/s/338018/ -- License: Creative Commons 0 Gun Cocking Sound.mp3 by Cloud-10 -- https://freesound.org/s/545958/ -- License: Creative Commons 0 cartoon_siren_whistle_001.wav by soundscalpel.com -- https://freesound.org/s/110390/ -- License: Attribution 3.0 barneys_chimes.mp3 by 3bagbrew -- https://freesound.org/s/95753/ -- License: Creative Commons 0 Ventilation in staircase (SonicRhythm 017) by alexarje -- https://freesound.org/s/719467/ -- License: Attribution 4.0 Walking in forest by SoundDesigner0101 -- https://freesound.org/s/765999/ -- License: Creative Commons 0 pine forest winterday 130 pm 240125_0644 by klankbeeld -- https://freesound.org/s/726529/ -- License: Attribution 4.0 room tone hallway ventilation.wav by lwdickens -- https://freesound.org/s/269382/ -- License: Attribution NonCommercial 4.0 | Other sounds: c78 drum kit by Roland.
Comments on the jam
very fun!
Reference info
Discord: bagel gaming
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Comments
I like the look. Very old school. Music/Ambient noises were good. Love seeing Godot game.
The controls were way too sensitive. It was also very unclear where to go or what to do. I got one screw and then kept dying. The game tried to access the network, which was not cool because I wasn't expecting it. Apparently you were trying to put multiplayer support in?
Good start!
Multiplayer is one of the abilities you unlock later in. I didn't even know applications warned people before accessing the network until the day before submission. Sorry if that freaked you out.
Background music appreciators rise up!
Yeah, I'm going to have to tone down the movement. Much like me in real life, the main character has V1 Ultrakill running around in his frontal lobe at all times.
Nice work, there is a lot of cool stuff here! I found the beacon but then couldn’t figure out how to close the window so just restarted the game, got all the parts but still looking for the soul. I have a thought but suspect that I need at least the 8th screw, if not all 12
Would have loved gamepad support. Also not a fan of the ladders, specifically the one you have to jump to, it took too many tries (but I did get it eventually).
Loved the music! I also really liked the temple(?) puzzles. The timing was too tight imo (but I managed) but the design was still fun.
Thanks for the feedback! It was temple music indeed. The last week or so of rating has been an... illuminating lesson in player communication and balance. Haven't heard about the ladders, you really should be able to latch onto them with a contextual prompt dark souls style.
RE: the ladders, I’m a 99% gamepad player (my hands ache gaming with a keyboard). The ladder from the top of the temple, no problem, it’s just the one after it where you have to jump from a leaf that I’d jump to but wasn’t dead-on facing it and then slipped off the side. I think having a platform under the ladder would have smoothed out the experience for people like me or have other context that leads to a similar result.
I’m terrible at directing the player. I think ratings-wise I’m generally 2’s because half the people figure out the mechanic and have a good time but the other half legitimately get frustrated. I also need to work on not wanting things to be “too obvious”, dunno if you suffer from that.
From your other comments, it’s sounds like you’re taking all this the right way. This is a cool game and some tweaks could help more people enjoy it. I saw on your game page that you are not going to update it but I hope after a little bit of space you take another pass at it. All this is legit game development, history is full of massively popular games that started out as something completely different but through playtesting changed entirely. And this why open betas and early access exist so keep at it!
I played the web version and encountered severe performance issues every time the game was loading something, which was often right during gameplay.
But the game itself was quite interesting! I liked the graphics but enjoyed the sound design the most, like the ways screws guided the player by emitting little chimes or the seamless transitions between musics. The game had a strong Banjo-Kazooie vibe for me, which I liked!
Jumping in the forest was tricky. I think it would be easier if the tree canopies acted as one-way platforms, allowing you to jump from under them. The forest also lacked landmarks and I was easily turned around.
At some point I fell down and found the gun, but could not figure out how to go back up, so I had to give up. Did I sequence break something? I had 6 screws, 1 soul and the gun. Loved stumbling upon the monster at the bottom of the ladder, though at this point I could do nothing to it. Intriguing concept, with some post-jam polish it could really shine!
You didn't do anything wrong. I'm going to stop helping people in comments. It feels like cheating. Chalk it up to poor level design ig.
The web build does suffer severe stutter. I baked lightmaps for everything! There's a solid 80 megs of lightmap data in there. I tried to calm it down with occlusion, but I shouldn't have gone for it in the first place.
On a Mac, so I had to play the browser build.
I nearly ended up bouncing off the early game, as I just couldn't seem to find a path forward across the treetops (and being disoriented by the kill plane), but as I started making progress things did eventually get better. All told, I collected 12 bolts and 3 of what the UI told me were Souls, but the last piece continued to elude me. Still, glad I played!
During the 24hr extension, I introduced a new bug! I'm really angry that it's in the game, because I just got back from work and didn't realize until now. Souls and Parts/Scrap are swapped in the ui. This is really obvious and annoying. How did I not see this earlier? I'm sorry for not having mac support. The beacon (the red crystal you may have collected) will not work there. I can try to send you a mac build if you like but Godot told me that it wouldn't work because of some signing thing.
The UI swap is basically how I interpreted it; I figured that the only thing I was missing was the Soul, and that I probably needed Beacon support to … do the thing that seems to come next. Neither factor significantly diminished my enjoyment, and I went in knowing that I probably wouldn’t be able to actually complete the game in-browser. 🙂
Enjoyed playing the game in the browser. I found jumping from tree to tree challenging. I liked the lighting and the mood. The sound fx for picking up items was nice too.
I saw the jumbo tree and knew I must climb it. That mist effect you've got going is really pretty with the low poly style. You also had some subtler audio work than I was expecting for a jam game. Nice!
I ran into some tech things. First, I tried to download the Windows build but got an error that the zipped folder was invalid. I then got stuck in the rock geometry on spawn the first go around. The second time, it let me move.
I'm not really sure where to go. It feels like I'm either being bullied by the basement tree monster or by heights. What's a man gotta do to get a soul around here?
All you need in life is a strap and some homies.
There's a gun over the cliff at the edge of the forest. The platforming falls short, especially when climbing upwards, because you may find yourself running off platforms. I should have implemented ledge protection.
After that, bring the gun back home and it should be more clear what to do.
I didn't know about the rocks. I tried patching some clips and bad geometry yesterday, but there were too many :'( Hopefully this advice helps!
Nooo, curse you geometry!
Oooo, I see the soul now hiding outside the ship window. I wonder if this would work better if it was like right outside the window with lighting or some other hard to miss visual cue to highlight it and make me wonder how to get there.
I didn't realize I could jump on those tree tops in the distance! Neat. I had to fall almost to the killbox to reach any of them. I bet having them closer to you for the first while would help.
Found the gun, but then couldn't figure out how to get back to the ship. Then I fell on the right side of the temple and couldn't escape. Doomed to starve for all eternity. :')
I swapped souls and scrap in the ui by accident, sorry. It's just visual, though.There is stuff you need in the temple area, but if you're ever stuck you can always quit and reload, your progress is saved.
Oh cool! Good to know.
Nice little game, and very impressive that you managed to implement multiplayer in this timespan. I really like the sound effects (especially the gun). But the game overall felt very confusing. I didnt really know where to go and it felt like i got out of bounds very often, some places i even had to restart the game because i got stuck. But you should be proud of yourself for managing this in just a month. Well done.
Where did you get stuck, exactly? We're still in the time period where I can patch stuff, right? I didn't encounter this during testing (we were mostly concerned with getting the multiplayer working, lol)
Edit: Wait did you get stuck in the boss arena? I remember that part now.
I got stuck where you get the gun, down there i couldnt find a way out, i think its because i went over the map to get there, so i was out of bounds.
There's definitely stuff you can do down there. It's a puzzle area! If you're stuck stuck like can't move at all, restart the game and you'll be placed safely at your ship, either to explore more or try again.
ah i see, think im just really bad at puzzles hahahah. Ill try and go look again