Hey !
I love this game bro , great idea! keep up...
I will be also happy if you rate my game : /jam/stop-killing-games-game-jam/rate/3724252
| Criteria | Rank | Score* | Raw Score |
| Theme relevance | #54 | 3.667 | 3.667 |
| Fun | #56 | 3.042 | 3.042 |
| End-of-life plan | #90 | 3.167 | 3.167 |
| Overall | #100 | 2.868 | 2.868 |
| Jam Authenticity | #112 | 3.292 | 3.292 |
| Sound | #129 | 2.167 | 2.167 |
| Graphics | #181 | 1.875 | 1.875 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
End life plan
i will keep it downloadable and also repost it on other sites if needed. i will also keep it on my hard drive
Transparency note
Movement engine was made prejam and some of the assets were from kenney.nl and sketchfab but other than that the rest is completely in jam. in fact, I started late! it only says I submitted early because I submitted an early build
Hey !
I love this game bro , great idea! keep up...
I will be also happy if you rate my game : /jam/stop-killing-games-game-jam/rate/3724252
Always great to play with hookshots, especially when they feel smooth, and this one did! Very interesting mechanic with the amount of blood changing your speed, that will make for some very intricate level design if you wish to continue forward with this game. I'm a lover of parkour platformers so I'm biased but I really enjoyed this one. I agree with what some others commented on future improvements so I will not repeat the same things, but suffice to say the foundation is there, great job
I always appreciate a nice fast-paced platformer! Level 2 kicked my ass, but I had fun. Had some issues with mouse sensitivity being too low (I have a chad Logitech G502 so I could just quickly up mine to compensate). I feel like having to wait for moving platforms kinda kills any momentum, and the blood depletes too fast, but there is definitely something cool here!
I'm particularly fond of the hook mechanic, even though I'm not very good at the game.
I always appreciate a Linux build!
While I'm not a fan of this genre (or perhaps I just having a skill issue), I found the game fun and believe it has a lot of potential. Perhaps increasing the movement speed could make it feel less sluggish and enhance the wall-running and jumping mechanics (I had some difficulty with them).
The mechanics are fun and the gameplay, although not innovative, is effective. Of course, being a game made in such a short time, it lacks a lot of polish, from the sounds that give you a heart attack every time you die, the unfinished textures or the moving platforms. Above that, with more production time, it's sure to be a great game to play, so keep working on it and bring more stuff, it has potential.
I really liked some parts of this, others need just a bit of work. Like others have said, the gravity is a bit too soft. Sometimes it feels like I am waiting to fall. The difficulty felt great, it took me a few tries, but eventually I got it down! A dash would also be a great addition, however I would like to point out that since moving actions cost blood, the player loses their incentive to be fast. To fix this I would suggest two things, that there is an optimal way to move to lose less blood, and that performing combos gives you blood. Or as a mix of these two, performing combos in a row causes you to lose less blood. Either way, I see great potential in this game and hope that you continue it! Great job and good luck with the jam!
there is a dash, using the f key, though its basically just a push forward and never really incentivised in the game as you can just hook and get farther. i have heard the same feedback from others about the gravity from others too. i added the timer to encourage being fast and speedrunning, but I do understand the loss of incentive to go fast from the cost of blood. the combo idea you suggested is great! and I will probably add that along with a combat system. thank you for the feedback!
Yeah, I unfortunately didn't like the movement engine. It felt like you were moving through jell-o rather than time moving base don your speed and getting onto ledges was more than a bit fiddly too. Hitboxes for the pickups could have been larger too or at least the timer a little less aggressive
That's not to say there is nothing there. The individual parts of the movement engine could be cool and you sometimes do see the potential shining through, but overall I don't think it quite comes together.
Sorry to say, but I didn't enjoy it despite wanting to.
can you elaborate on what you mean by "It felt like you were moving through jell-o" and making the timer "a little less aggressive". the time is not and is not intended to be based on your speed at all, rather based on actual in-game time. i do agree with the point that the pickups should've had bigger hitboxes and I made the ledge climb features really late so I didn't have time to properly debug them.
Moving through jello: The walk speed (without picking up one of the vials) feels way to slow, the gravity is too weak and feels floaty as a result, you lose all you momentum basically instantly if you let go of the controls or press WASD while diving towards the ground, switching directions mid-action/mid-air feels rather hard and you seem to "hang" in the air in a way that doesn't feel good. You should also always be able to slide down a slope.
As for the timer, I think it moves down to quickly while you're using the grappling hook (is it tied to movement speed? it feels like it.). The times I have died 0.2 secs before hitting the next vial...
The easiest way to explain what I think is missing is to recommend you go play Bloodthief Demo by Blargis or even just Quake. That is what the movement should feel like and sometimes it does but often it simply does not.
i do agree with the walk speed becoming much, much slower without picking up the bottles and the lack of momentum preservation which is a bit vital for games like these, but I don't feel the floatiness you were talking about. switching directions in mid-air is supposed to feel harder than switching directions on ground. to answer your question about the timer, no, it is not based it on speed at all. the thing that inspired me to make this game and the movement engine was actually bloodthief, though I've never played quake before. thanks for the feedback. also what do you mean by you should always be able to slide down a slope? does that not happen in the game? are you referencing things like the ends of levels 1 and 2?
It does, but only if you sprint first and then go into a slide. I think it should bee that if a slop is detected and you're walking it should be an auto slide, but that's just my preference.
For the floatiness, double the gravity and jump strength you currently have and see if it won't fell more responsive.
I get having switching direction mid air be a bit harder, but I think it's just a little too hard currently. A lot of the game is mid-air navigation, so a little more control would be nice.
Still, I genuinely do think that with some tweaks you movement engine could be incredible.
thanks for the feedback! personally, i feel that auto sliding wouldn't be a great addition as it doesn't care for what the player wants as they may choose to slide down with more caution or may need more time to analyze the level. though having the player sliding when they crouch on a slope whether or not they are sprinting would be a great addition. a little more control while airborne could be great as you said. ig increasing the gravity and jump force is a possible fix to said floatiness
I really enjoyed the game! The controls felt smooth and intuitive, and the hook mechanic is awesome. Too bad my mouse didn't work for some reason, unfortunately. But overall great job! 👌
A minimalist project with potential and a clean, uncluttered interface. Although the levels are in an early stage, there's plenty to be explored. It would be interesting to see the blood theme more integrated into the gameplay.
Hello, tried out your game and it's actually really impressive for a game jam entry made late and submitted early. It's very fun. Mostly polished. Great speedrunning potential. Here are some of my suggestions, if you don't mind.
1. Make more levels if you like working on this game. I feel like certain players would really like this game.
2. The movement is great. However, in my opinion, it needs to be more forgiving in some areas. I'm talking mostly about the grappling and grapple range, it could be made slightly bigger, just slightly more so it's less frustrating when you are falling and fall out of the grapple range really quick like in level 2. But that's my only complaint. You get used to things over time. I was stuck on level 2 for over 3 minutes and yet had fun so it must've done something right.
Anyways, TL:DR: Good game. Has potential.
The movement feel really good. I can see people who are into speed running really enjoying this game.
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