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A jam submission

Shadow of the SunView game page

A young Shadow falls down to the Land of Dark with the mission to unite the Dark and the Light.
Submitted by MilkSoupApple — 6 hours, 17 minutes before the deadline
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Shadow of the Sun's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#143.6833.833
Metroidvania#303.6033.750
Execution#333.2033.333
Overall#403.2513.383
Sensory#483.0423.167
Relevance to the theme#792.7222.833

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
The theme was minimalist, and how much more minimalistic can you get than light vs. dark? That's the core concept of this game, and along with that, I kept the player and other npcs very minimalistic in style. The terrain and areas are more detailed to emphasize the minimalistic look of the characters.

Team/Developer
MilkSoupApple (programmer), YGTD(music), Yuri(music), Ronaldo Cruz(voice acting)

Reference info
MilkSoupApple is my discord name, I'm in your server too!

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Comments

Submitted

Enjoyment 3.5/5 / Execution 3.5/5 each. Enjoyment rounded up to 4 for charm, execution down to 3 for what feels like a lot of unfavorable player collision. - A number of issues feed into each other--there's what seems to be a big runback to a boss I only reached once (at least one of which I'll grant that's mostly on me) and at one point I even found myself respawning from a spike checkpoint into an enemy. There's some of what I call 'inadvertent frustration platforming' which is when the platforming or reflex aspects of a game in particular cause frustration the developer probably didn't intend.

Sensory 4/5 - Everything is unified except the tiles. Honestly pretty good all around on this score. Feels very Hollow Knight influenced, but that's no crime!

Metroidvania 5/5 - Upgrade/exploration on par for meeting jam genre criteria.

Minimalism 4.5/5 rounded up - I see the theming, but I don't necessarily see it borne out even meeting its stated goals. Incidentally the game probably would have had more conveyance with a more chiaroscuro-focused scheme. To honor the vibe I'm getting that this really wasn't minimalist I'm giving a symbolic half-point off but it won't affect the sort.

I know I may have said on a stream that I hated the platforming/runback a little. I did. However, the game is still very charming and definitely seems to be an accomplishment. If a version appears with slightly more generous hard checkpoints I might even see it all at some point! Until then I recomend extending the adorable art theming into the tiling and giving a little more background contrast vs the characters and enemies.

Developer

There was no runback for bosses, there was a checkpoint right before every boss! You probably just missed it, but I'll blame that on the small camera size. Glad you liked it for the most part, but yeah that miner boss I think you're talking about has a checkpoint right to the left of the drop down into the arena, just a little above it! I should've made it more prominent, sorry lol. Thanks for playing!

Developer

Hey not to harass, but I just wanted to check if you saw this, if it might effect your rating! If not that also makes sense, because it should be rated on your experience, but every point counts lol.

Submitted (2 edits)

It's unfortunately luck of the draw that makes some design or other things show up and some not. I've now twice made a game with a map that people then asked for in the comments, because they weren't told that a pause or a map existed. [EDIT: Removed a thing I said that was incorrect upon checking.] The map's definitely flawed but it does exist! Now that's perhaps a different degree on a couple levels, but I guess what I'm saying is, this sort of thing happens to everyone--including yours truly.

I did see this; note that the way I scored this, if I had made a change on that basis, the rating would probably change to Execution at 4 (not 3.5) so by my usual way, that would make Enjoyment round up and then Theming round down, rather than up. (Where I use .5s I generally round up, and then down, in that order, and systemically.) So the overall numerical tally wouldn't change.

I'm still happy to make that adjustment if you like in the interest of accuracy.

When I get the video up you'll be able to see more closely where I went and didn't go so you'll see what I missed it by. Might have been streamer-brain, the VOD will tell. (I'm splitting the Christmas stream session right now and yours was yesterday, so I probably won't have the particular video for yours until tomorrow morning.)

Developer

Oh ok cool I didn't know you streamed also! I'll check that out when it comes! Thanks for feedback!

Submitted

VOD segment

Developer(+1)

Awesome! Yeah, I see what you mean with your critisism. This was probably the most helpful feedback I got this jam, and considering this is only the 2nd game I've made I still have much to learn. I'm glad you enjoyed the drill bird enemy so much lol. I've never watched anyone play my games before really, other than friends, and it makes me smile even if you did find a lot wring with it, just to see someone appreciate what I was going for. Good luck!

Submitted

I do think the levels don't take full advantage of the move set. That's unfortunate because I love the move set. The visuals are charming. Like an old flash game. Overall, I enjoyed it.

Submitted

I was really pleasantly suprised by this one! Judging by the cover I did not expect much, but once I got into it, the style actually started feeling quite charming, and to my surprise all the mechanics felt surprisingly good and tactile to use. The combat, while simple, was genuinely fun. The spear dash felt unique and had a good bit of skill expression. Music was nice. I experienced no bugs. And the game was so big for what it was, with multiple areas and bosses even... I had a great time. I wouldn't pay for a game like this personally, but this really made me smile. Awesome job!!

Developer

Thanks! I'm glad you liked it!

Submitted

A game the very prominently wears its hollow knight inspiration, but achieves it quite really. 

You've really replicated that feeling of unceremoniously being put into a world, and left to explore it, fight its foes and talk to its inhabitants.
The combat, while really simple, gets enhanced by the spear letting you run circles around the enemies when utilized, the boss fights were also quite good, and i felt really encouraged the use of a spear as a repositioning tool.

The spear! a very fun tool, which, like another commenter pointed out, I would also have like to have seen utilized further than mainly being for going through small gaps, as in more active usage of it during platforming segments.

Music was pretty good, I loved the silly lil voice acting on the bu- shades. Game lacked in ambience (which is something hollow knight does stupidly well), also the first area, the contrast between the enemies, while there was no issue in seeing the enemies, due to the yellow eyes, still looking at two low contrast objects is just fundermentally tiring for the human eye.

Also I feel that the close camera angle, combined with the spacious, somewhat too big environments led to a lot of blind drops.

Lastly I dont think the theme was incorperated, that heavily, I do get that light and dark but thats a very surface level and not prominent part of the game.

Also future reference for Jams, state the amount of bosses there are, because I had defeated two, collected two upgrades for the spear, and gotten the dash. Yet I was unsure if there was still more content.

But overall a very lovely little game, I can see this being vertical slice of a larger, more complete experience.


Developer

thanks so much for your feedback! I’m glad you liked the base concepts, I do agree the camera should be zoomed. I couldn’t figure out how to add in a zoomed out camera on the bug fix day, but alas that happens. And for ambiance, if I developed further, I’d probably add shrubbery and the famous cut table grass lol. There was still another area that you had to backtrack to get to after getting dash, but no other bosses! I’ll put that in the description. Glad you liked it for the most part!

Submitted

A game the very prominently wears its hollow knight inspiration, but achieves it quite really. 

You've really replicated that feeling of unceremoniously being put into a world, and left to explore it, fight its foes and talk to its inhabitants.
The combat, while really simple, gets enhanced by the spear letting you run circles around the enemies when utilized, the boss fights were also quite good, and i felt really encouraged the use of a spear as a repositioning tool.

The spear! a very fun tool, which, like another commenter pointed out, I would also have like to have seen utilized further than mainly being for going through small gaps, as in more active usage of it during platforming segments.

Music was pretty good, I loved the silly lil voice acting on the bu- shades. Game lacked in ambience (which is something hollow knight does stupidly well), also the first area, the contrast between the enemies, while there was no issue in seeing the enemies, due to the yellow eyes, still looking at two low contrast objects is just fundermentally tiring for the human eye.

Also I feel that the close camera angle, combined with the spacious, somewhat too big environments led to a lot of blind drops.

Lastly I dont think the theme was incorperated, that heavily, I do get that light and dark but thats a very surface level and not prominent part of the game.

Also future reference for Jams, state the amount of bosses there are, because I had defeated two, collected two upgrades for the spear, and gotten the dash. Yet I was unsure if there was still more content.

But overall a very lovely little game, I can see this being vertical slice of a larger, more complete experience.


Submitted

This is a wildly fully-featured game for a jam! There's a story, a melee combat system, a really fun dash mechanic, and a fun scribbly art style as well! One might almost feel its a bit TOO much to qualify as "minimalist" but I do think the theme and monochrome palette help it fit more within that description. Great work!

Developer

thanks so much! I’m glad you liked it, and yeah I did get kinda carried away with detail without accounting for the minimalist thing lol. Glad you liked it though!

Submitted

Honestly, you surprised me. This is a strong entry with great ambition and I enjoyed the available content. That said, I'm a bit sad that it isn't a contained experience. I like the mechanics, the boss battles, the chit chat... and the alluded story feels like it has substance, aside from the theme. Now, I do feel that the minimalist chunky pixel style chosen for the characters clashes with the very detailed levels, backgrounds and bosses. A unified, consistent style while keeping the light vs. dark theme would elevate this game a lot more for me. Furthermore, the levels are a bit too big because they aren't filled meaningfully. It's a slog to backtrack one entire area. Lastly, while the difficulty was fine for me, you get one entire health back per enemy, which, combined with the ample health already, made traversal inconsequential aside from the challenge courses.

This has potential. Good job!

Developer

OK yeah thank you for playing it! For difficulty, the actual game has only 5 hearts not 8, I made it way easier for the jam so people with less skill could play it, for in the past I get a lot of hate for difficult games. And for the art and the level expansiveness, those are the 2 consistent bits of feedback I get, and in future games I'll definitely make sure to address those! I was trying to make the background more detailed for the minimalist feel to give contrast to the simple characters, but I don't think it gave the effect I wanted. Good feedback, and I'm glad you liked it!

Submitted

I got mixed feelings with this one. On one hand I love the spear (honestly best mechanic) and I was spaming it like crazy having lots of fun in the process. The feedback on the enemies is nicely done and the dialogue is cute and funny (especially Quake's map joke LOL). However, the maps felt bland and huge. I could barely tell the enemies from the background :x It felt like I'm just going lower and lower as fast as possible without any goal or reason in mind. The map felt the same the whole way through with enemies that act the same, and feel the same to fight. Two exceptions I found were the bosses where I really enjoyed the mechanics :) In the end, I quit on the second boss because the run back felt tedious and I've felt like I experienced the game enough to leave a review. Potential is there - some more ambitious art and levels with cool mechanics like these would go hard!

Developer(+1)

thanks, run back for boss had a checkpoint right before, you must have missed it, it'll be better with a map lol. Also, for not being able to tell enemies from background, where were you experiencing this, because I had thought I had raised all of the bg's brightness to easily tell it apart, but maybe it didn't work or something. I kept characters on a more minimalistic art style for the theme, so sorry about that if it was lacking! Others said they liked the enemies variety, so I think I'll let that one sit, but yeah in the full game I think I'm definatly going to shrink the map, maybe less rooms or something. Thanks for playing and giving feedback, you got farther than I expect most people to play, so it means a lot!

Submitted

Ofc! Hopefully I wasn't too harsh. On the note of the art style - I played with my GF who is not a "gamer" by any means, and it really pushed her off from even trying. She complained about our pixel art game too! I think when it comes to devs we will try things and see things to the end because we are looking for substance. From her perspective it was just not worth it to even try :( I'll try to keep that in mind in future projects - trying to balance the art style with the theme and "casual" playability! Good luck on the game in the future tho!

Developer

fr, I always just draw what I feel in the moment lol. Thanks for the feedback! Good luck as well

Submitted

Ambitious game you got here! I can tell Hollow Knight was a big inspiration, and I think you’ve definitely captured some of the same feel. First of all, thank you for allowing me to hold a button to keep attacking, as an old man I appreciate it. The little Simlish voice acting was a lot of fun too.

I’d say my main critique is that the levels meander a bit. They’re quite large, but a lot of the times, there’s not that much to them. Sometimes the camera also had trouble keeping up, especially in areas where you go down. I felt like I had to make a few blind jumps, which isn’t ideal.

I quite enjoyed both boss fights and the arena! The healing mechanic makes for a fun push and pull, and rewards playing aggressively using your generous spear iframes. The spear is a fun mechanic, though I wish there was a more platforming-based area where I really was pushed to use it beyond just throwing it into a perilous area. I also only found one blessing, but having to choose which one to use is a neat concept. Kudos for making a mechanic that could so easily be janky, but having it work rather intuitively, I never managed to get stuck in a wall or anything.

I’m not a huge fan of all the mixels going on, and the occasional lack of contrast (dark enemies on dark backgrounds) but I do quite like the look of all the NPCs. Very charming little setting you’ve conjured up here.

Overall, good work, straight up shbugging it out of 10

Developer

Thanks so much for your feedback! I'm glad you enjoyed it, and yes you caught my main inspiration lol. I do agree I ended up making the levels too big, if I could change one thing it'd probably be that. And yeah, the spear mechanic took much too many hours of my life to fix haha, but glad it worked out. Could you explain what mixels are, is that when the art styles clash? Also, there was another blessing in the mines area, once I add the map it'll be easier to find!

Submitted

Mixels specifically is when the pixel sizes are (noticeably) inconsistent. Some people don’t mind it as much, and I think it can be done well, but when the differences are too obvious, I find it rather jarring.

Ah, now that you mention it, I do recall a shade gate in the mine area I neglected to backtrack to. Oops!

Developer(+1)

Oh ok that makes sense, I guess I did do that a lot, lol. Thanks for the feedback, I'll take that into account in the future!

Submitted

A very solid entry! The spear mechanic its really good, and i'm sure you can expand on it (more blessings, the red one I found wasn't that useful). And I also think you did a really good job with enemy variety and the bosses!

The HUD although looks nice, it's a little bit too big, and sometimes would obscure too much of the screen. Also the screens/areas feel too big and with too much empty space, which makes them hard to navigate, and makes a lot of it feel too samey.

You did put in the description that the terrain was more detailed on purpose but I think it would be better to just stick with one or two art styles (you had pixel art for characters, more high resolution for terrain, and simple drawings for the background), it clashed a bit too much.

(I ended up reaching the end of the demo, so defeated 2 bosses, colloseum, and got the dash)

Lastly, I think the combat was serviceable, but only being able to hit to the sides felt too restrictive with having flying enemies, and probably adding a little bit more feedback to it (some more knockback, maybe a bigger hitbox for the attack) would make it feel a lot better.

Developer

Ok thank you so much! Can't believe you played the whole thing lol means a lot. I just shrunk the HUD, a lot of my friends were saying it was too big as well. Thanks for the takes on the art too, I'll probably leave the rest of the stuff as is, but maybe I'll try less contrasting styles. I had an artist draw the one tileset, and I drew the rest, so thats why it looks like that lol.

Developer (1 edit)

Also the upward slash I have as a later ability not in the demo, perhaps I'll make it unlockable earlier though, thanks for that, sorry I missed that comment. Its more of a revalis gale like from zelda if you've played it, if you were wondering. 

Submitted

Some really cool visual stuff, and some great ideas there, i especially like the light spear, i think that was very creatively implemented. I liked the effect before it tells you how to use the light spear. The sound design was good. Some clunky jumps here and there where the player's size relative to the world makes it awkward make it a bit awkward, and the character being black on a black background makes positioning for some jumps a tad difficult, i am not sure if there is coyote time of some sort implemented it is hard to tell, perhaps that could make the jumps less clunky, and sometimes, its hard to tell which way the player is facing but that last point is nitpicky.

All in all a great submission that i enjoyed playing through, and it had some really interesting ideas.

Developer

Thank you! I was going to brighten the background, but I couldn't get a color I quite liked, I guess I'll keep trying though if it is hindering the gameplay. Did you play through to the boss or the blue area at all? 

Submitted

i played through the boss which i  enjoyed, and i made it top the blue area before moving to other games blue area definitely has better contrast

Developer

ok cool, I didn't expect many to play that far but thanks for trying it! I'll check yours out once I play through my cache