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A jam submission

RED RING OF DEATHView game page

THERE IS AN EVIL IN THIS WORLD
Submitted by tis2k — 2 days, 10 hours before the deadline
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RED RING OF DEATH's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#1154.1484.148
Enjoyment#2934.0744.074
Audio#3223.8893.889
Creativity#3624.2594.259
Artwork#8654.0374.037

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Each level is a loop. Each world is a layer (loop) of hell. The titular "RED RING OF DEATH" is a loop, presumably.

(Optional) Please credit all assets you've used
See description for full credits.

(Optional) What would you like to be called if GMTK features your game?
TIS

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted

I finished the belt of death with 168 deaths. I can't take this anymore. This game really is hell. Wonderful game, truly. The audio and visuals combine to create a truly excruciating experience. I love it.

Submitted(+1)

Pretty cool game! Love how you had and idea similar to my game but you've done something entirely different

Submitted

I had a blast playing through this! There were a couple of difficulty spikes here and there, but I think each one prepared me for the next, so nothing was insurmountable. Fantastic presentation, and great game overall!

Submitted

The gameplay, art, music and SFX all work together very well to create a surreal experience. The circular levels, even if maybe not novel, are very well executed. Initially I found the movement a little floaty, specially in the first level where there was red ground, after jumping I kept sliding into the red, maybe remove the sliding and introduce it as a mechanic on some designated ground later in the game. Even though I liked the visuals, the thing that bothered me the most was the background + the camera shake in the levels with the “time pressure” of the mouth growing. Even though I like the effect and I understand that stresses the time pressure it made it uncomfortable to play, maybe add an option to tone it down? OTher than that, great job!

Submitted

Okay so first, I hate you for commenting on my game and having me be like "man i should play their game" at midnight, cuz rn i've just spend 1 hours in literral hell to see a white guy dancing above my score (and i've got to go sleep cuz im working tomorow).

BUT, i'm gonna be real with you this is both one of the funniest game i've played on a game jam and gameplay wise i guess it's near my favorite from all the game jams i've done. 

Sure some moments are very hard and feel a little bit unfair but that's what i've expected from a game that indroduce you new mecanics in the hardest levels you've played so far. I won't lie, I've insulted you and your familly more than 50 time at least. 

And now I'm happy to say all of that was worth it cuz i assure you it sure one of the most memorable game jam experience i've had so far.

Visually it does hard love how "blurry" the pixel art is like if it was rescaled and the effect like the "mouth" are very cool, the audio is some time a bit agressive and im all for it 10/10 and gameplay and level design wise as a big fan of celeste and die & retry in general i've loved it, also the main gymic (the planete physic) is very fitting for the theme.

My only real complain whould be the planete gravity change's zone some time a little bit short.

Overrall it's was very polished and was very pleased to see you've managed to do a little cutscene at the end, felt rewarded for the time put into it (also my exact time is 52:15:56).

I'll conclude with this: thanks you for making this game i had a lot of fun, curious to see what else you'll make!

Submitted

This is the most stressed out that I've felt playing a game this jam, and I say that as a compliment. Everything about this game seems to scream that this was very much an intentional choice, so well done! The red backgrounds, the music, the screaming, it all felt so completely unwelcoming, and yet I wanted to keep playing. I am very much not your target audience, I'm not a platformer player at all, but something about this one made me keep going. The style on this one is something else. I made it to the world with the keys before I had to give up.

I will add two small bits of feedback though, in case you plan to work on this one in the future. Firstly, the second jump on the second "unholy speed" level felt far more difficult than everything else in the game. I died a good 60 times there, it felt like sometimes the jump just worked and I don't know what I did differently to succeed. I'll include a screenshot of the level below for reference. Secondly, something about the music in the "Maw of Hell" was just a touch over the line from unsettling to downright uncomfortable. I can totally see what you were going for, I actually really like the feel of the piece, but I think the notes were just a bit too sharp on the ears.

Overall a fantastic game, this is easily one of my favorites of the jam. Well done!


Submitted

Man, this is a tricky one to review, I want to focus on gameplay so I'll get all the other things things first, visuals: really cool, love the background, the mouth expanding, the character,  I love all the animations for the character, and the little dance they do when standing still, superb! Even the UI for collecting pentajumps and super speed looks nice, you really nailed the vibe! Music is great too, the upset stomach sounding music of world 1 is so cool and the more chilled out music for world 2 is nice as well!


But the gameplay, to start off I think the actual character movement aside from the gravity is very nice! It has a slight slipperiness but it feels very well tuned, reminding me a little of the Ori games. Jumping feels nice too, along with double and penta jumps. But oh boy the gravity... it just feels, off. The first super speed level really just confused me, every single attempt felt so different despite me doing similar things, I get that there is a slight momentum buildup and then jump at the right angle but man it just did not feel intuitive to me at all and nothing ever went how I expected it too, I feel as though you coded it perfectly but it's the sort of thing where you have to fake a lot behind the scenes to make things feel right to the player even if it isn't accurate (that could just be me though). And then one last thing is the gravity changing from planet to planet, now this is is done fine, this is much more of a me thing but it's really hard to wrap my head around which direction my left and right will go if I'm flipping onto the underside of a planet which wouldn't be too much of an issue if I wasn't also under the time pressure of the pentajump and then there's a little eye dude who want to ruin my day. I think a thin transparent ring around the planet that rotates clockwise constantly (you'd need a small part of the ring to be brighter than the rest) or something of the sort could help remind the player which direction to go.

So I think you nailed the genre of game you're making, I suppose it all comes down to me having a skill issue lol. I really hope this doesn't come off as mean or demoralizing cause you've 100% cooked here, these are just changes I'd want to enjoy the game more, really great work!

Developer (2 edits) (+1)

yea, i really agree with the pain points here. so uhh i did NOT code the game perfectly. as you correctly assumed, gravity is kinda screwed up: each planet has a predefined "gravity radius" that flips the player's gravity when they get into the collision box. the problem is that the radius in which you reverse gravity is unfortunately arbitrary so it can feel more or less lenient than expected sometimes. i VERY agree that a light ring around gravfields would have been an excellent visual hint (and I was considering as much, but for some reason didn't get to it). not only that, but a visual indicator as to which was moves you left-right with an arrow (sometimes left is right and right is left: even I never really got it 100%)

preserving the player's velocity vector would have been difficult on gravity flipping: the vector used for preserving speed is different from the ACTUAL vector that gets used for doing movement calculations due to the way I had to kinda work around Godot's pre-existing cartesian calculations. therefore, i did the thing that gave me the least amount of headache and just zeroed each velocity vector on flip.

regarding the super speed level: ceiling bonks are the real reason why its a bit screwed up. you transmit a lot of vertical momentum downwards when you bonk into the ceiling (-0.7x your current vertical velocity, shoulda been more like -0.5x or lower). so, actually NOT holding jump and simply mashing up 2x to jump through those inner pits allows you to not bonk your head as hard (because you have less vertical momentum).

finally: you absolutely do NOT have a skill issue (nor does anyone else whose played it). the game is very much a masocore rage game. i should have been more clear that "yes, this game is very hard and you will die a lot".

i plan to make at least one more update to this game after the jam's done, so your feedback is VERY helpful! thank you so much for checking the game out : D

Submitted

No problem, I feel as though I made many similar mistakes too such as indicators that would have made gameplay 10x simpler, I never considered how tricky it must of been to code all the gravity so really awesome job on that! In regards to the speed level my hardest jumps were actually the outside ones, the inside one I got second try as other platformers have taught me about ceiling bonks, just no matter what I did during the outside jumps felt consistent and I was always just a 1 cm off (that's probably why it hurt lol), I don't really know how to intuit the angle and momentum needed to jump the big gaps and I don't even know if it's possible to explain something like that, or maybe I'd pick it up better the more I played, idk. Good luck on the update too! (I might try it out again once it's updated)

Submitted

Interesting concept and really polished with enough levels! Great graphics as well!

Submitted (1 edit)

This was actually really good. The platforming felt a bit slippery but not frustratingly so because the controls were still very tight. Its also super polished and like slimewitch said, the atmosphere is truly something special. My only gripe is that sometimes I just died randomly? I’m not sure if it was a bug with the hitboxes or what. I also appreciated the super fast respawn times, so it felt the like game wants you to succeed. Good stuff!

Submitted (1 edit)

currently given up on the second level where you have to get multiple keys but ill be back. i ADORE this, this game genuinely feels evil in a way ive never felt before in a game, like the aesthetics, sound and gameplay come together to make something that genuinely feels otherworldly and satanic. probably the only game ive played in the jam that id straight up pay for in its current state. glad you directed me to it from your rating, easy favorite by far tbh

Developer(+1)

very glad it clicked!

I very much believe games have "souls": not literally, but oftentimes they are the ones who tell you what they should be. a reason why this game really turned out the way it did is because of the harsher aesthetic elements that I experimented with, and I found that the game wanted to be like that. so, i went all-in for better or worse.

ill prob talk about this in the post-mortem, but a big goal of mine was to make a game that placed / appealed to a larger audience. this jam skews casual and lighthearted and I knew that. i very much made a "sickos game", but even though I did the exact opposite of what I planned, im very happy with the result nonetheless.

truthfully, im not someone who really excels at curbing my design impulses to make more accessible experiences. For better or worse, i make what would like. not that im incapable of making a difficulty curve or anything, or balancing levels, but i feel just a liiiiiitle bit of cruelty (or a lot) makes for a memorable experience. most of all, I really view the more dissonant and off-putting elements of my design tendencies as part of my artistic expression.

so, tl;dr hearing it clicked for you really made my day : )

Submitted

The animations feel great! Especially the dance :D
Really puts me on my toes with the timed pills, but levels were intriguing enough to keep me playing.

Submitted

Loved it! Great job easing new players into the game's mechanics in the first few levels and then slowly increasing the challenge. I found the aesthetics really cool also. The game would be perfectly ok without them, but committing to a certain look and feel like that definitely bumped it up a notch and made it even more interesting.

Submitted

Really polished for a 4 day jam. Also really disturbing. Gave up on the level with Unholy Speed, couldn't jump the second gap but I don't balme you, I suck. Cool game

Submitted

It's cool that just making platforming circular can make it so much more interesting, this was fun, and it felt nice to play. The pentuple jump made me feel like I was breaking the ground detection though lol.

That screaming mouth really stressed me out though damn.

Submitted

i thought i was the worst player ever, then i discovered the double jump. i was still the worst player ever, great game!

Developer (1 edit)

i regret taking out the in-game double-jump instruction at the last minute to make the first planet a bit less visually cluttered. thanks for playing! the game is indeed quite hard

Submitted

This game has a weird vibe, like a liminal space. Feels good to play, fits the theme, the platforming didn't piss me off too much lol

Where did you get the annoying orange assets?

Developer (1 edit)

lol

dude hell yeah

Submitted

Peak. Awesome visuals and atmosphere, really fun gameplay, super creative concept, great sound design. It's all 10/10, great work!

Developer(+1)

Really glad I could keep up my level of output from Major Jam 7! Thanks for checking my game out!!!

Submitted

No problem! Your Major Jam submission was also pretty great (even though I've already said it a few times lol)

My guy who adds a scream at the start of the game like that its unhinged I closed the game immediately.

Viewing comments 22 to 3 of 22 · Next page · Last page