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A jam submission

PursuitView game page

Submitted by Kanosis
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Pursuit's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#144.0344.034
Graphics#453.6553.655
Overall#533.1923.192
Controls#613.1383.138
Fun#623.0693.069
Theme#853.3453.345
Audio#962.7932.793
Accessibility#1062.3102.310

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.5

Wildcards Used

Right Wildcard

The third wildcard (description pending)

Game Description
A monster has taken your partner and you must race after him.

How does your game tie into the theme?
You must keep moving to keep your combo going and not lose momentum

Source(s)
N/A

Discord Username(s)
Kanosis

Participation Level (GWJ Only)
3

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Comments

Submitted(+1)

Love your game. Fun take on the first person dungeon crawler genre.

I'm amazed that you managed to create a dungeon crawler in the time frame of the jam.

Good work!

Submitted(+1)

This is a super cool take on “momentum”, I really enjoyed it even though I’m really at a loss on how to beat the slime. I had an awful first run with an ice block almost immediately which took forever. Also, turning was off, not rotating 90 degrees but maybe 75ish. I don’t think it affect the gameplay but was… off-puting.

In case you didn’t know, Godot has 3 renderers, Forward+, mobile and compatibility (default in the top right of the editor). Desktops can run any of them, Forward+ being the most feature rich but web can only run compatibility, and will automatically do so. My guess is you’re using some Foward+ features in the env that aren’t supported in compatibility. If you switch it in editor, you’ll see what web looks like, as well as get warnings for features that don’t work.

Developer (1 edit)

Thanks for all the feedback, Aside form the other 2 GWJs I did, I'm completely unfamiliar with exporting to web, but each of those worked right out the box. Thanks for all the tips though since I had no idea what to do to even begin fixing it.  

The rotating issue seems to only exist in the web version for some reason as well, it probably has to do with the very odd way I coded it.

Only advice I can give for when you're doing too little damage is to just move around a lot first and build up momentum before attempting to attack, works for the slime as well if you go into that fight with a very high combo meter already he'll die in a couple of hits. 

Submitted(+1)

Very creative all around. I liked the black hands being the damage indicator, it had a unique surreal vibe to it.

Submitted(+1)

This game feels unique.  The interpretation of the theme is something else xD Congratulations for that! this is very original in my opinion. 
I love the graphics and with the sound makes for a nice experience. 
Love the idea of building damage using with the momentum. 

Congrats on the submission!

Submitted(+1)

Very cool concept! Really neat graphics, love the game over animation.

Submitted(+1)

One of the most unique interpretations of the theme.

Submitted (1 edit) (+1)

Genuinely charming, both in terms of artstyle and gameplay !

Love how  "snowbally" the game is, your combo being your attack stat was a really clever idea ! You end up oneshotting basically every enemy once you get the hang of dodging everything coming at you but the terrain/wisps-looking lil' guys keep the game difficult even if you're powered since you can't hit them on the head ^^

The huge combo loss when getting hit makes making errors maybe a tiny bit too punishing, but balancing it correctly seems pretty difficult from my point-of-view so i'll let other people be the judges of that :>)

I really liked it ! Felt fun as hell to play ^^

Submitted(+1)

Very immersive, I enjoyed this!

Submitted(+1)

Ahhhh! The black hands! They followed me even in this game!?! I try and drive, run, anything to get away from them but they follow me. I try and punch my way out of their grasp, punching any ghost or crystal that dares stand in my path, but the frozen dredges of life always slow me down. Relatable.

Submitted(+1)

Really creative game! I liked how the player movement was incorporated into the combo system. Game felt simple enough to play right away but had depth. Good job!

Submitted(+1)

really liked punching the crap out of those monsters

Submitted(+1)

I like the gameplay idea and the visuals. It's so good to kill everyone in one hit!

Submitted(+1)

Neat Idea and take on the theme! Made me think of Necrodancer a bit! Good Job

Developer

Thanks for the kind words!

Submitted(+1)

The concept of keeping moving to increase damage is really interesting! I would say though, that sometimes if you get hit and lose momentum, any enemy in your way has too much health and blocks you indefinitely, so it's often better to just let yourself die. Might need either a restart button or a way of recovering your combo.

Developer

Thanks for the kind words.

My own hubris led to me making the penalty for getting hit much worse because I thought the game was too easy, I struggle with difficulty scaling sometimes, so you make a good point. A quick restart is a good idea too.

Submitted(+1)

The intro animation is super cool, the tracks in the snow create a sense of mystery and tension! I was expecting to be a predator chasing unassuming victims in the forest, but instead I was greeted with a dungeon crawler, something I did not expect to see in a jam with the momentum theme! The premise is great and it works great with the theme, you need to pick and choose which move to take and which fight to fight and you must do it quickly, I love that! I got stuck on the big slime dude, I'm not sure on how to beat him. I tried punching the small slimes, the big one, both, but I couldn't finish him in time. I must be missing something, but even besides that, I had a great time!

Developer(+1)

Thanks for playing and your kind words.

I always have issues balancing so I'm sorry you had some trouble with the slime, the game currently features two bosses, one after the slime.

Submitted(+1)

The idea is really cool and i like the art. The game feel like a mix of turn based and real time tho so this part is a bit frustrating at times. After playing a bit i didn’t really feel like turning is usefull, maybe the generation i got was lucky, but i almost never turn at all

Developer

Thanks for the kind words.

Turning is mostly for hitting stuff that you only really access from the side without trying to hurt yourself due to tile placement, a lucky run you can get might mean you don't need to turn like you picked up on.

Submitted(+1)

Nice idea, and it runs really well in web (which can be a big problem with 3D games). Turning seemed to be glitchy for me. Are you supposed to just avoid the ghosts? It seemed like you could hit them, but they wouldn't die.

Developer(+1)

Thank you for playing my game and the nice comments.

Turning was a little funky in the web version on the few tests I ran so you may be running into that issue. I really messed up by not allocating time to test and fix the web version.

As for the skull ghosts they should pass right through you and freeze you, I didn't make them solid or hittable.

Submitted(+1)
  • The title screen was great (but it would be nice if I could skip the mini cutscene to restart quicker each time)
  • I liked the idea of an incentive to make decisions quickly, but it was confusing to me that there were both realtime and "turn" based elements e.g. the ice ghosts move even without you taking any actions
Developer

Thanks for playing the game.


I definitely need to give an option to skip the intro so thanks for the input.

The thought process I had was that if you take too long to take your turn that you forfeit it and so everything else gets to move, ie the skulls. It was my attempt to keep with the theme but I can understand the frustration.

Submitted(+1)

Really liked the look and feel, not sure I fully understood how to play though.

Developer

Thank you for your kinda words, I knocked out the instructions in the last 30 minutes so I'm sorry if it did a poor job of explaining the game.