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Crater Forest's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #27 | 4.062 | 4.062 |
| Overall | #103 | 3.107 | 3.107 |
| Controls | #107 | 3.062 | 3.062 |
| Audio | #107 | 3.062 | 3.062 |
| Theme | #124 | 3.375 | 3.375 |
| Originality | #148 | 3.000 | 3.000 |
| Accessibility | #155 | 2.625 | 2.625 |
| Fun | #165 | 2.562 | 2.562 |
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
Immersive, Report Card
Game Description
Explore a dangerous forest filled with hidden enemies and find the hidden Relic before it is too late!
How does your game tie into the theme?
Enemies are "Unseen" until it is too late. The player has to use other indications about the presence of the enemy, such as Peter the Rat. Other enemies were planned, but only the Trap Door Spider made it.
Source(s)
N/A
Discord Username(s)
IndieAidan
Participation Level (GWJ Only)
1
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Comments
The cover of the game alone got me hooked I knew I had to check it out. Fun game! Great atmosphere and incredibly spooky!
Thank you for checking it out!
Very nice game! The spiders were done very well... But they kind of break when there is a lot of them...
Thank you so much for checking out my game! Oh I'm sorry. What issue did you run into?
I really like the retro aesthetic, I think it adds so much to the tone you're going for. I had some issues with performance at first but I think that's probably shaders needing to be built on the fly. Getting a solid performing 3D web game can be pretty tricky.
I misunderstood what was happening for a while. I had thought it was the spiders chasing you so I kept moving really fast and getting eaten but once I read some comments I understood what was going on. I really enjoyed it after that, super engaging to constantly be wary of your surroundings.
As others have said I think a little more warning from ratty would help. Maybe slowly scale it based on the player's speed so you get more forewarning when moving fast and less when moving slow. The PSX style box art was a nice touch too!
Thank you so much for checking out my game and for your kind words! I really appreciate it.
For sure, I would certainly tweak alot of things for a better experience, especially the rats detection radius.
I was following your progress in the discord and excited to finally play it! Short, sweet and offers a nice little challenge. Good work!
Thank you for your kind words and for checking out my game! I really appreciate it.
I had massive performance issues (hardware acceleration was enabled). But it happens ehehe.
Died to a spider twice. Ambience was spooky.
It just needs optimization and maybe a one or two hints in-game about what to do.
I'm sorry about the performance issues. I agree, if I polish it more after the jam I would hope to fix these issues (and add more enemies etc.!) Thank you for checking out my game!
100% nailed the art, esp the cover! Peter reminded me of steve the slingshot from Darkcloud which made me chuckle. Loved the hanging bodies, they really gave good atmosphere. My main suggestion would be having sprint so the base move could be slower and/or make Peter’s detection larger. I thought that aspect was broken since there’s no time to react moving at a regular speed. I then thought maybe the squeak was covered up by the torch noise so only moved when it was quiet and just happened to stop just in time and saw he DID react. Then it was just a very slow tap-tap-tap to find the relic; I think it would have felt better to move slower and smoothly.
Thank you for checking out my game! I totally agree. The rat's detection area is actually on the rat itself, and it detects the actual enemy (which is underground for the trap door spider), so for some angles etc. it seems like it might not squeak until it is too late unfortunately. Though the trap door itself is fairly noticeable, so I might mention that as a hint on the page as a work around for now!
It’s funny, initially I didn’t see the trapdoor at all but then once I did, it was pretty obvious. Reflecting on it more, I think that when I started I was really focused on the rat and kinda got tunnel vision as a result.
It’s a common design struggle for me (and I think most people), worrying that something is too obvious but it’s only obvious with certain assumptions/situations. It might be interesting to make the rat even more “radar” like, on approach to put an “initial check” cylinder on the player so it feels more consistent, and then get the distance to the enemy AND flatten the vector from the rat to the enemy compared to the the player facing direction then animate it differently bases on how far and how “in front” the enemy is. Just an idea because I like thinking of things.
Yeah, I like the ideas! I would certainly tweak it more, but I just liked the idea of the rat and torch being their own entities that work on their own, and they do not actively interact with the player for the jam version.
really great atmosphere and overall feel! Loved the box art you made as well. I love the idea of unseen threats, fun game!
Thank you!
Really loved the artwork and the overall vibe/atmosphere, looked sick!
Thank you!
Very nice art work and concept, good job.
Thank you for checking out my game!
Love the PS1 style! Is there a downloadable version? It was struggling a bit on itch.
Thank you! Unfortunately I only added the web version at the moment, and I don't want to get disqualified for adding anything during the jam. If you're still interested in a downloadable version once the Jam is over, I'll add one. Sorry for the oversight.