although the game is lacking in graphics, the actual gameplay is not bad. I found the tracking system of the skeletons to be very impressive. They never lose the player which is an impressive implementation. The gameplay is easy to understand but still levels that seem basic at first prove to be more difficult with the addition of the skeletons. The jumping has a weird delay which increases the skill required to beat the parkour levels. I really liked the music, its just the graphics didn't back up the gameplay.
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Sincerely, Skeletons's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Music and sound effects supported the mood and gameplay. | #4 | 3.868 | 4.048 |
| Gameplay pacing kept the experience engaging throughout. | #6 | 3.094 | 3.238 |
| The game had no bugs, glitches, broken systems, or unclear results. | #6 | 3.140 | 3.286 |
| Outcomes were uncertain enough to support strategy and choice. | #6 | 3.185 | 3.333 |
| The game’s difficulty felt appropriate for its intended players. | #7 | 2.958 | 3.095 |
| The game balanced challenge and reward effectively. | #7 | 2.730 | 2.857 |
| Interface feedback helped players understand game outcomes. | #7 | 3.003 | 3.143 |
| Player interactions worked as intended in play. | #7 | 3.185 | 3.333 |
| The core gameplay loop ran smoothly and consistently. | #7 | 3.322 | 3.476 |
| I would choose to play this game again. | #7 | 2.275 | 2.381 |
| The game showed clear, thoughtful design and iteration. | #8 | 2.912 | 3.048 |
| The art style and visuals fit the game’s intended tone or theme. | #8 | 2.230 | 2.333 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- I think this one was harder than intended. The addition of the 4 level types to pick from allowed a degree of customization to the player's taste. That said, it was not executed well. Minimal visual elements with minimal player feedback as things were happening. Mouse look would have helped the combat system feel more responsive, because the need to walk towards the enemy to attack pretty much guaranteed death. I'm also not sure what made it a "silly skeleton game". Needs work.
- To start, the level variety was great. The skeleton models were a nice addition, and they fit the rest of the game well. I also loved the music used across the four levels. However, the skeletons, despite being the selling point of the game, felt like an afterthought. The parkour and Puzzle levels would have been unaffected if they were left out. For the parkour level, the routes were well designed. The difficulty ramp between the three was smooth as well. As for my issues, there is a noticeable delay in the jump button. I didn't realize it was happening until the blue route, when I was racing to make my jumps. For the puzzle level, I enjoyed the solution. This was the level where combat felt the easiest, and the only one where I can say I got every enemy out of the way. For my issues, the starting room was a bit big, which made running back and forth a bit tedious. I also found that I had to hold the escape button to pause the game. For the stealth level, I was unable to beat it. I tend to move very slowly/conservatively in stealth games. The skeletons moved faster than I would've liked. I did figure out their routes: I was able to identify at least three unique paths. However, there was almost no breathing room to move between them. If one got onto the path you were following you had no way to save yourself. I was also unable to beat the collectible level. This was the level where the camera became an issue, as I could not see the skeletons or most of the path I was walking. For some reason, this level also had infinitely spawning skeletons? I tried luring them all out of the maze, only to discover they kept coming from one particular spot. The concept was amazing. If I could change the camera to a top-down perspective, I think it would've been much easier. All in all, these are great ideas. With a bit more tweaking, they could go from a good game to a great game.
Game Description
Fight off enemies and solve puzzles in this silly skeleton action game!
Gameplay Dynamics
Enemies in tight locations forcing you to fight, puzzles requiring spatial awareness, pattern recognition, and quick thinking.
Game Atmosphere
Silly, but at times intense, depending on the music and overall challenge of the levels.
Technical Details
NavMesh to make enemies follow the player, and custom damage and health scripts to track player HP and damage dealt.
Names of team members
Jacob Peery - Programming
Grant Donovan - Music, Programming
Ava Boswell - Art, Programming
Dalton Hale - Programming
Calvin Wasilevich - Programming


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