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A jam submission

Shrine BoundView game page

Collect sacred items and offer them to ancient shrines to unlock abilities.
Submitted by KaajGames — 2 hours, 38 minutes before the deadline
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Shrine Bound's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#522.7552.933
Art#612.5682.733
Gameplay#642.1922.333
Overall#652.3302.480
Polish#672.0042.133
Music#722.1292.267

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

UModelerX

No

I did not use UmodelerX

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Comments

Submitted

Nice platformer.

But I would recommend changing ladder sprites to something else, since it's just a decoration, not a usable thing. And maybe a bit dynamic soundtrack

Submitted

I couldn't ride the space bar to fly. I made one offering and felt there was nowhere left within reach. In contrast to what other reviewers were saying, I found that when my jump hit a ladder I would be height-locked, and fall back to earth. Those doves are unforgiving. It all looks beautiful, but I've like no experience at 2d platformers, since Dizzy in the 80s, which this game pleasantly reminded me of.

Developer

Thanks a lot for playing and for sharing your thoughts!

We’re glad you enjoyed the look and feel of the game, and we really appreciate the feedback. We’ll keep working on improving the overall experience. Also, hearing that it reminded you of Dizzy is truly appreciated!

Submitted

Was it intentional, that you can ride the space bar to fly? I beat the first two level, leaning pretty heavily on that. At the start of the third level, I was floating off the floor and couldn’t move.

Developer

Thanks for playing and for pointing this out!

In the first and second levels, the player is meant to have only a single jump. In the third level, a double jump is introduced as a reward.

The mid-air “floating” you experienced wasn’t intentional and is actually a bug — we’ll be working on fixing it and improving the overall experience.

Submitted (1 edit)

While the art and sound were pretty good, as well as the theme, the gameplay in my opinion felt really disoriented compared to the level design.

I dont' know if this was intentional or not, but when the character collides with ANY solid object, you can simply jump endlessly as long as the collision remains intact. This maybe would make sense for the vines, but for walls and ladders (which you can't even climb - very misleading) it just feels like it wasen't meant to be.

I personally don't mind a one-hit death and I think in this type of game, as long as the levels are not too long, is a good thing. But again - The main issue I have is the lack of synergy between the level design and the actual gameplay.

But overall, great work!

Developer

Thanks for the thorough feedback!

We’re really glad you enjoyed the art, sound, and theme. The early levels are built around a single jump, with a double jump unlocked later as a reward, and the behavior you described with endless jumping isn’t intentional. We’ll be refining the gameplay to better align with the level design.

Thanks again for playing!

Nice platformer. I felt like the controls were a bit floaty and the game is very punishing, (one hit kill). I like toe art style and the atmosphere.

Developer

Thanks for checking out the game!

It’s great to hear that the art style and atmosphere stood out to you. Feedback on the controls is always valuable for us as we continue refining the overall feel.

Submitted

really good game!Nothing to say more

Developer

Appreciate it — happy you liked the game!

Submitted

Easy and fun little platformer. I am not sure if wall jumping was the intended way to complete some jumps. As some others said, you should remove sprite filtering for pixel sprites, so they are not blurry. I also found it a bit too punishing for an enemy to send you to the start of the level after one hit, maybe adding checkpoints would be a better option.

Developer(+1)

Thanks for the feedback!

Wall jumping is indeed an intended mechanic and is required to progress through the level. We also have checkpoints at intermediate doors, which currently work when falling to the ground, but unfortunately not yet for other enemy encounters. We’ll be working on improving that and making the checkpoint behavior more consistent.

Deleted post
Developer

Thanks for the great feedback! We're glad you're enjoying the game.

Sorry you got stuck in level 2! As the reward description mentions, you need to press 'F' after collecting the 3 lightning strikes to reveal a hidden path. Press 'F' again after crossing it. You only get to use it once, so choose your moment wisely! This is the part that can be a bit tricky.

Thanks for playing, and we hope that helps!

Submitted

It would be great to remove the pixel rounding here, because this jittering is really hard on the eyes. And when jumping near a wall, the character gets stuck and refuses to jump.

Developer

A small tip for the wall issue is to move slightly away from the wall before you jump. We're working on a proper fix for both of these issues!

Thanks  for helping us improve.

Submitted

Please guys remove linear filtering it makes your sprites awful :(

Developer

Thanks for your feedback! we'll definitely look into how we can improve the look of the sprites. We appreciate you taking the time to let us know!