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A jam submission

Somber AbyssView game page

Submission for HoloJam 6
Submitted by Frozen-Soularis — 13 hours, 6 minutes before the deadline
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Somber Abyss's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#322.6973.267
Innovation#322.8633.467
Ambience#402.8633.467
Overall#452.6753.240
Theme#472.4773.000
References / Humor#502.4773.000

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Wow that was fun. Especially the Ina boss section. I do wish the grapple was less buggy and more lenient. I often had to spam click and hope it would catch, and it often did not. Ina wall ride had a few moments it bugged on me too but I quickly figured out that I should just not run into walls i don't want to accidently ride while Ina. I love the plant models you used

Submitted(+1)

I gotta go back and try your other game now. 

It was interesting seeing an Unreal engine game. It might have been a me issue but my PC CHUGGED running the game. I have a 3080 and while the game was running my YT stream I had on the side suddenly started lagging and I was confused till my task manager said I was at 95% GPU UTILIZATION! That doesn't even happen when I'm playing Elden ring on high settings.

I liked the 3D platforming, there's a lot of speedrun potential with this game. Also the music was very pleasant.

Submitted(+1)

This is pretty fun, love the variety of abilities you unlock along the way. The Ina chase part was pretty cool.
A few things that I personally prefer:
-Make the zip & zooms less intense. Most of the ability usage requires blind jumps, since gaps are way too big to see where you are zooming to, and zipping from below to the top often zips me into a gap that I didn't know was there since I was zipping from below.
-Grappling should be more lenient with the hitbox. I think currently it only works when I aim at the tip, and even so it doesn't work everytime.
Thanks for participating!

Submitted(+1)

Wow! I didn't expect to see a continuation from the previous Jam! I enjoy myself very much from zooming around the level with each members ability! The level felt pretty nice too with different verticality. 

Some extra ideas from me is maybe there's an indicator for Fauna ability on when she can grapple since I find myself missing the grappling sometimes.  

Aside from that, just a little bit of nitpicking that Gura's ability might be abit OP how far she can dash.

Overall, this was a very cool and fun game to traverse in! 

Developer(+1)

Yup yup, I will be looking into better ways now that I got a feel for it for abilities.  Each game jam I do I try things I never did before and definitely had a blast messing around with these. 

Submitted(+1)

A nice part 2 of the story. I really liked swapping between the different talents to clear the level.

It would be nice if the esc key didn't close the game. Having a pause menu to restart a level would be great too, since I got stuck a few times.

Developer

Yup, that was a poor choice on my part for esc. Good to have pause menu where I can also have controls and any other info available too just in case.

Jam Judge(+1)

Oh, I like how this is a continuation of your game from the previous jam!

Each character's ability was fun to use (especially Gura's OP dash).

Fauna's ability was tricky to use as it required some very precise aim and the level where it starts flooding took me multiple tries to clear due to me failing to aim properly. XD

Ina's ability got me stuck in the middle of some buildings with no way to get unstuck. I had to restart the level, which wasn't too bad since the level is short.

Gura's ability was so OP I basically cleared the final level with a well aimed dash from the second platform (after you're supposed to use Ina's power for the first time), skipping 3/4 of the level.

One improvement suggestion:

- The dialogues play automatically and there's only a skip button but no way to disable autoplay. I missed a couple of dialogue lines in my playthrough as someone talked to me while I was in the middle of the game and I had to look away from the screen. It would be great to have the option to press a button to continue dialogue manually or turn on autoplay if preferred.

Developer

For dialogues that is a good point. Spent a lot of time trying to figure out what was possibly too long or too short for play times. Options for auto play or not is a better way to go.

Submitted(+1)

I'm so glad you brought this game back for this jam - and did a wonderful job expanding upon the 3D platforming mechanics from the last submission!


Each member felt relatively smooth to use, aside from couple hiccups that have already been mentioned like grapple feedback and getting stuck as Ina, and swapping between abilities when necessary wasn't super clunky.


Otherwise I would say story might be something to iron out, but it looks like we're still gathering the avengers right now anyways, so that can wait a little bit longer - and I only bring up story since this is a continuation of the first game.


This is the first multi-jam project that I've seen, so I'm looking forward to seeing if you can continue it into any subsequent jams, though it looks like you might already have that on lock, and seeing how it grows, great work!

Developer(+1)

Story was definitely shorter then intended. If I do continue may include just one roster addition so I can flesh it all out better instead of cramming 3 things all at once. 

Submitted(+1)

loved the mechanics for each character, from the second one onwards was really interesting

for Fauna's mechanics both more feedback (a glow when the object you're aiming is grappable or sorts) and more area for the grapple maybe, most of the time was spent trying to figure out when i could grapple to the brambles and when i could not. 

in the other hand, the map design and the bramble spots felt nice in general, both to move around and to speed around

the second's character ability was kind of chaotic in terms of how it scales (the skyscraper level for example can be traversed almost in its entirety just with it) but it was funny to use around lmao. also it was kind of weird on multiple air dashes that the direction will still be your starting direction even if you're aiming somewhere else with the model and the camera after the first dash. some way of controlling the speed might make it more viable to go around without getting thrown off the entire map

i loved the last ability though, it was a really cool idea, weird to get stuck at certain spots which required resets but overall it was a neat idea

the fights themselves were fine, nothing i can think of at the moment though. was a fun game, cool ideas

Submitted(+1)

funny clip from the last level 

Developer

>.< I love the video. Didn't even think to try that. Yeah, each ability does need some more kinks ironed out. Was tempted to leave off cooldowns and required targets. In testing that was wild. Grappling anything and drifting around maps. Definitely be useful to be able to change direction and control for dash.

Submitted(+1)

Fun platforming game! Gradually unlocking each character's powers kept the game fresh throughout. It was a bit difficult at first to know where to aim at a bramble to grapple to it though, so I think having an indicator pop up on the reticle would have been nice. Good job!

Developer

Great idea for indicator.  Change in reticle and also something to also know you are in range.