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A jam submission

Cradle of Hatred "Hanna" - Early Demo "Ver0.86"View game page

A farm girl struggling against a voracious evil. Dark fantasy adventure, narrative, exploration & social interactions.
Submitted by TryHardStudio (@TryHardMarq) — 12 days, 1 hour before the deadline
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Cradle of Hatred "Hanna" - Early Demo "Ver0.86"'s itch.io page

Results

CriteriaRankScore*Raw Score
Appealing Theme#34.5004.500
Made Me Think#133.6253.625
Overall#133.5253.525
Compelling Gameplay#173.5003.500
Stylish Visuals#223.5003.500
Satisfying Interactions#352.5002.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Hi TryHardStudio, 

Thanks for letting me play your game for the playtest! I think there are a lot of great things going for this game and I have some feedback as well.

  • What was the most frustrating moment in what you experienced?
    • I wouldn't necessarily call this frustrating, but I did get easily confused on where to go/how to move forward in the first area. It felt like there were a lot of different concepts introduced all at once. Might be more effective for new players to introduce one mechanic at a time and then master it before introducing another one. Also sometimes it was hard to tell which "puzzle" or obstacle was the one I was supposed to go after next. 
  • What was your favorite moment?
    • I liked the world buidling and the animation. The environment felt like there was a lot of care and thought put into it. I thought the soldiers animations were believeable and subtle. Great job with the art and vibe!
  • Was there anything you wanted to do, but the game didn’t let you?
    • I think the lowest sensitivity setting is still a bit too high. I would've preferred the sensitivity lower since the camera spun too quickly and was disorienting. 
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove? 
    • I think the starting area could be more simplified. Perhaps it's just me, but I would like to have less friction in the beginning of a game so I get some more momentum and stick with it. 
  • What would you say you were doing in the game? 
    • Uncovering some mystery, though the details of the nature of the mystery were unclear. I'm not sure if I had enough info to become invested in the story. I think the world has potential though!
  • How would you describe the game to friends and family?
    • Solve puzzles in a mysterious world inspired by classic N64 era adventures!

One other comment is that it seemed like some of the spelling/grammar of the text was off. There were a few parts where I understood what the sentance meant to say, but it was phrased awkwardly. 

Thanks and looking forward to seeing where the project goes!

Developer

Thanks a lot for playing! Glad you liked the worldbuilding. Getting the correct ambiance was super important, and even though we're still not quite there, we at least seem to be closer on that front. Currently, most of the feedback has been regarding player guidance and gamefeel, particularly the camera. Getting a 3rd person camera working properly with collisions has been a struggle, but we'll keep working on it until we get it right. And yeah, fixing the grammar is at the top of our priorities. Cheers!

Submitted(+1)

I love the atmosphere and story concept, as far as I understood it. It makes sense that it's mysterious, but it might a bit too unclear, at least for me, what to do at the start and what it means interacting with all the guards/soldiers. After a while I realized I had to go under the tree to continue. I think the camera is just a bit too close to get a good overview of the map and where to go, but it might also be my inexperience. Jumping felt OK, I manage to do some platforming. At some point I crossed a kind of hanging bridge that rotates, then there's a part where it seems like I should climb on the vines on the wall, and go sideways, but I couldn't :(, then I fell, but that was ok. It felt a bit weird. Hope you can get it a bit smoother and clearer, then I think it can be very atmospheric and fun! Good luck!

Developer

Thanks for playing! Gland to see the atmosphere has gotten good reactions, but theres still alot to do in regards to game feel and player guidance. All this feedback has been super useful, we'll keep working on it until we get it right. Cheers!

Submitted

Hello there!

First thing first make the cutscene skippable with escape especially in a demo. People wants to see the gameplay to know if they will purchase the game.

I walked around for 10 mins not knowing where to go and examining every guards. The first guard I saw was the one with the carriage. The path should be clear at the beginning at least for the tutorial where you should go.

The camera moves so fast. It is hard even with the lowest sensitivity. The platforming does not feel good because of the low jump high. When landing sometimes the screen becomes totally purple. 

Usually, to put down an item, you use the same key as taking it. The combination of ctrl+click is weird since click is throwing it. Ctrl key does not seem to work.

I think if you want to make a story driven game, you should keep it linear at least at first to guide the player and make the interaction feel good and rewarding especially during exploration.

Developer

Thanks for playing! Currently with keyboard you can only skip with space but yeah I will make it clearer. Player guidance does need more work. I do like the feel of always feeling a bit lost, like in the silent hill games, where you need to explore your way through, but ill try to make it more enjoyable. The 3rd person camera has been a hassle, we'll keep working on it. It does feel a lot better with gamepad tho, most 3rd person camera games suffer a lot with mouse. The Ctrl key had been receiving lots of feedback, crouching should work with just a tap, and since I needed a way to drop item from each hand separately holding Ctrl + the corresponding mouse button seemed like a good idea. But it wasn't as well received as I thought, I'll look for an alternative. I does work a lot more nicely with gamepad tho 👍. Thanks again, cheers! 

Submitted

I like the super mario like jump with no air control. It makes it feel more like a real person instead of a game character.

I would like to get the option to fast forward current text to completion instead of skipping the whole cutscene altoghether.

Texture painting in the road felt a too blocky (sharp square like changes instead of more organic shapes), it breaks inmersion a bit for me.

Transparency in the character sometimes generates spooky results with the eyes and mouth of the character.

Would be nice to have some HUD indicator that I can't move the camera in the sections that you block it.

Animation blend time between walking and swimming seems a little to fast.

Inventory and dropping items hint came by before I even interacted with any item.

I stopped playing after getting stuck in a large body of water without a clear way to exit the water.

Environmental design felt a little off, there were some sections were there was no clear visual hierarchy that hinted me what was the way to go or a clear visible landmark that I knew that I had to get towards to.

Overall I think it is very intriguing, I would like to know more about the story of the dead soldiers.

Developer(+1)

Thanks alot for playing, and for the feedback! Yeah I need to redo the first cinematic, currently is just a place holder with lots of lore dumping. Eventually it should work like the ones from the wagon/cart progression, which fills one dialogue box at the time in small jumps forward, those doesn't get much feedback so ill hope is enough. Unfortunately the blocky textures on the terrain are due to the lower terrain resolution, set on the ever lasting attempt to optimize the game, so it might be a bit late the change them tbh, I'll see what I can do. But yeah they do bother me alot. The transparency is an ill attempt to reflect that the character has some sort of ghostly form on the first scene, but yeah no one really gets it, and the shader looks weird, need to try something different later. It does go away in the next scene tho. Fast animations blends usually hide weird bone movements, since the blending is calculated by deranged mind of the engine. But yeah some blend are a bit iffy, specially the parkour and climbing ones, giving them all another go is on the list. They tutorial hints will get rearranged in the next update 👍. Do you remember which body of water it was? I theory they all should have climbing vines to get out, but yeah they're not always super clear.  The feeling of getting lost is supposed to be intentional, I wanted to reflect the feeling of getting thrown into a mysterious and weird place, an Alicia's rabbit hole event, like at the start of Ocarina of Time, Majoras Mask, or most silent hill games. Where you need to explore your way through, but never feeling competely familiar. At least that was the intention, it hasn't worked out like that for most players 🫠. So we'll keep working on it, but thanks again, seeing more people playing it means a lot. Cheers!

Submitted(+1)

Glad the feedback comes handy.

It was a big lake with floating wooden boxes, I get there after falling down from a square wooden platform that was hanging from a tree. Yeah I never noticed the vines, maybe tutorializing them earlier or making them stand out more could help.

Submitted(+1)

Hey! Played through the first puzzle (the hamster wheel thing).

Loved the setting of the story, I'm not a 3d puzzle guy, and wanted to reach the end of it to see what the hell is going on. The puzzle design seems logic, I had to use new stuff that were presented to me gradually, that felt great.

Missing game feel, impact, player feedback on interactions, animations, specially in physics stuff, like the rock handling.

Overall, the story would definitely get me hooked and puzzles seem to be great!

All the best!

Developer

Thanks for playing! Theres still a lot of tuning to do, getting the game feel right has proven to be quite challenging but well get there eventually.  Really glad you liked the puzzles and the story so far. 

Submitted(+1)

hey i played this and left my feedback on the discord!

Developer

Thanks a lot for playing! Even recorded the  playthrough, really appreciated. Yeah the 3rd person camera has been a struggle from the start, Ill keep trying to make it more manageable. Even with alot of tweaking 3rd person camera games work a lot better with gamepad so its highly recommended, also adjusting the camera sensitivity in settings might help a bit. I havent noticed the issue with the out of bounds mouse, or not being able to put the game on window mode, sorry seemed really frustrating, Ill check it out. Glad you managed to solve the physics puzzles, the solution to the last one was correct I think it just needed 1 or 2 rocks more. Ill try to make them more reactive to the correct aproach. Those physics mechanics are really hard to get right and super easy to break... Lots of tweaking and polishing to do still, but your feedback was super useful thanks a lot!

Submitted

Hey, I gave the game a play.  I'll say you nailed the Zelda/horror vibe.  I never played silent hill, but the world almost had an Elden Ring vibe, at least the prolog part which is what I played.   

I played about 45 minutes, but didn't get too far because I had a lot of trouble with the initial platforming.  I would say it would improve things to make the player's jump bigger, add some more coyote time, and maybe shorten some of the jumps.  Also maybe make grabbing ledges more forgiving, or just have it always grab a ledge.  I missed a lot of jumps that should have been easy, so however you can improve that, especially for the opening world, would be great.

I also was frustrated by the second puzzle where you have to put rocks down to rase the lever.  When I first jumped on it, it didn't seem to move at all, so I didn't think it would work to put the stones there.  I guess I should have known based on the rock pile, but I spent a lot of time searching around before trying again.  Also, once I figured it out, i lost a crop of rocks because when the lever went down they fell.  

One other piece that was a bit iffy is the camera when you get near walls.  It tended to go wonky and sometimes made it hard to maneuver away.

And it seemed like a bug, but I couldn't crouch with ctrl (but ctrl worked for dropping rocks?).  It didn't matter since I rolled to get under the branch, but I wanted to note it.

I'll say you've got a really great base in terms of a world and idea here, and I'm planning on playing more now that I have more of a hang of it.  I also like that I think you had a secret door where I would need a bomb or something to get through, I love that kind of Metroidvania type world.  I think for now focusing on getting the camera and controls really tight is where you would see the most benefit in my mind.  Hope this helps, and let me know if you have any questions!

Developer(+1)

Thanks a lot for the feedback! Yeah that 3rd person camera has been a thorn at my side for some time now... Should be alot better by the next update. The platforming seeming unfair has also been a common issue, I do like my games gritty but seems like I need to lower the bar a tad bit. 

I second seesaw should move and make a thump on impact after jumping on it,  but might not be obvious enough. Might increase the feedback later.

Crouching should work just by "Tapping Crt" (Clicking and releasing).  "Holding Crt" + Left or Right mouse click should drop the item in the corresponding hand. Is not a common input system but I really like the idea of dropping and grabbing items in tense life threatening situations. I does work a lot better with "Gamepad" though. ( Right and left bumpers for dropping items from corresponding hands and Click Left Stick for crouching.) Might change the keyboard inputs if I find a better implementation.

Welp lets keep grinding, cheers!

Submitted(+1)

Ok, I made it through the second part of the opening act.  I felt a little better about these.  I probably missed this in the first part, but I like the little ghost guys giving you hints about what you're supposed to do (on the swinging platform is where I noticed him).  One question I have is, can you relight the torch with the camp fire?  If yes, I couldn't figure it out.  There was enough time to run from where you get it, but I didn't make it the first time, but it seemed like it should relight, but maybe not.   Anyway, I like the physics puzzle mechanics you're setting up.  I especially like the swinging platforms and the sense of momentum you get.  

Developer(+1)

Really glad you liked the swinging spirit, hopefully in the future Ill add more spirits doing clumsy/useful stuff. In theory you should be able to light the torches with any fire source, but you  might need to crouch with campfires, or drop the torch close enough.  Eventually I would like to mix and match all off these mechanics inside more grusome and darker dungeons but first to get everything tuned and feeling right. Thanks a lot for the comment! 

Developer (1 edit) (+1)

Awesome idea from the IGC community, looking forward to playing all of your games!!
Our Game: "Gamepad Recommended" Dark fantasy adventure inspired by N64 Zelda games and PS horror classics. I wanted to capture the feeling of solving Zelda puzzles/events, in a dark "Silent Hill" like setting. 

Current challenge: Lately, we've been struggling with the player experience, as we aim to create a cryptic/mysterious game that rewards curiosity and exploration. We've found that most players find it too slow and aimless. I'm not sure if it is an issue with the (target audience), (the game design), story, or just everything in between. I can feel we are somewhat close to the intended result, but can't seem to balance it quite right.

Please help: It would be really useful to know your overall experience with the game, what you like, and what you don't. If you find anything exciting, frustrating, interesting or boring. If you get lost, or if something didn't make sense. And of course, any technical bugs or weird glitches.

State of the Game: The core quest line is mostly completed. The demo lasts a bit over 1hr along 4 scenes (Main menu, Prologue, Farm house, and credits). Includes all the core mechanics (Combat, stealth, parkour, quests, inventory, equipment, dialogues, cinematics, puzzle mechanics, Core NPCs, dynamic pickups, UI, etc). Most audio clips, okayish music, and somewhat working game settings.

Missing:

  • VA for main characters (wordless expressions, Zelda style), and more environment audio clips (doors, fire etc).
  • New prologue introduction cinematic (current first cinematic is a placeholder lore dump).
  • Side quests, events and NPCS. Eventually, we'll add optional events and rewards to flesh out the world-building and setting. But anyone should be able to enjoy the game while skipping them, so it shouldn't affect the current testing. (So if you find lots of empty areas and a lack of filling, please excuse us.)
  • Combat and Parkour actions are a bit iffy. Need tuning, more feedback to the player and overall improvement.
  • Overall polish. Need to create a new main menu scene, introduce localization options, improve sharders, optimize, etc. Hopefully, nothing game-breaking.

Thanks for your consideration. Share your games in the comments so I won't miss them. Let's keep on grinding. Cheers!!