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A jam submission

Evanescence of Shiori Novella'sView game page

3d platformer but your memories are your cost.
Submitted by MrMcDerp — 3 hours, 14 minutes before the deadline
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Evanescence of Shiori Novella's's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#432.9183.211
Gameplay#472.9663.263
Theme#513.0623.368
Overall#672.7653.042
Ambience#782.6312.895
References / Humor#842.2482.474

Ranked from 19 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)

The gameplay is fun! but it's really hard with only 3 hits available that I just end up running past everything just to reach the end.

Developer

Thank you for playing and noted!

Submitted(+1)

For a short game that ending got me feeling something pretty real. A little wonky with the hitboxes/kicking mechanic but good execution overall. Well done!

Developer

Sparty will be glad that his story resonated, thank you! and agree with the hitbox, something I could improve on next time!

Submitted(+1)

Finished it, I like the gameplay, it reminds me of Neon White! 

Also I appreciate that the team including tutorial level, really helpful especially game for a gamejam. Oh and also, I'm not sure how godot works, but I suggest export to WebGL too because it's easier to play in browser for  a gamejam!

Developer

Thank you for finishing it! Yes, we took inspiration from Neon White!

WebGL sounds like an interesting idea we could try, thank you for the comment!

Jam Judge(+1)

I liked the game's introduction narrative and how it is presented in the itch page. It made me want to know what happens next in the story.

Unfortunately, the game was too hard for me. I only made it to 3/4 of the tutorial before dying from an aoe blast from an enemy and when playing the actual level I died after climbing a tall tower and failing a jump with no more Nerissa boosts to save me from certain death.

I couldn't figure out the right timing for the jump-kicks and had no idea if I was doing it right or not.

The Fuwamoco dash felt pretty good. And I didn't get a chance to try the Biboo groundpound, since most of the level I was trying to go up or forward, not down.

I also like that there were multiple paths to follow for the player to choose depending on their preferred playstyle.

Some improvement suggestions:

- Add some texture to the walls. Solid colors make the player easily disoriented. Especially in the tutorial where I couldn't tell if I was going up the wall or not.

- Add a sound effect feedback when a jump-kick is successful. Or even better, show a prompt on screen when jump-kick can be activated.

- Add a "story mode" where you you get 99 of every power just like the tutorial, for those of us who are there for the narrative and suck at first person platforming.

Good game!
Developer

Thank you so much for the comments! This was an challenging journey for both of us in our self-imposed 'role-swapped' challenge, but we learned a lot!  

Submitted(+1)

Tricky game! It took me a few attempts before winning. I really like the animation of Shiori's legs hehe :D

The abilities are interesting too- the game seems possible to clear without any abilities, which is nice! Good work on this game!

Developer(+1)

Thank you for playing! Sparty would be glad that you like the animation! 

Submitted(+1)

Just wanna say the BGM is very cool so it made the whole journey even fun. Was fun kicking enemies like Kamen Rider lol.

Developer

Thank you for playing our game! 

Submitted(+1)

Fun little platformer! I enjoyed the different routes throughout the level, as well as the different skills at your disposal. (Although Bijou was kinda... dubious)

I also read you switched roles for this project, which sounds like a lot of fun! I hope you learned a lot from the mistakes that were made, ahaha.

Developer(+1)

Yeah..I should improve more on Bijou ability. that being said, thank you for giving our game a shot! And yes, we learned a lot from the 'mistake that were made' hahaha!

Submitted(+1)

That was really fun, fantastic work!  I really liked the level design, it was really nice seeing all the routes and considering what's faster or slower as I went.  The story was good, and I really appreciate the tutorial level you made.

The main improvement I'd suggest is coyote time, far too many times I walked up to the very edge, and then just fell off rather than jumped.  

Developer

Oh right, coyote time! Thank you for mentioning that! I'm glad that the effort in the level design and the story bits are noticed, thank you for trying out "role-swapped" project!

Submitted(+1)

I really like the way this project is looking to go, it feels like the team took some inspiration from Neon White? 


In hand with that, I like the level design - incorporating multiple paths into the level for different approaches was a smart move, it's really easy to just create one path through the level and neglect any other options, but that wasn't a problem with this game.


I do think the movement was a little too floaty - it was sometimes hard to measure where I was going to land or when I needed to jump to make certain jumps, and got pretty frustrating after getting so close to the end of the level multiple times just to have to restart from the beginning. Though maybe a checkpoint could help alleviate that without tweaking the movement physics.


Likewise I think trying to incorporate Bijou into the level more would have been good - I think I used her maybe once just because there was no real reason to have to land quickly on the route that I was taking (I recognize there's some irony in complaining about not being able to make jumps without using her, but it was more of a case of feeling like I'd need to jump early and then panic swapping to Nerissa or FWMC to recover). Maybe you could tweak it so landing on an enemy while using her would propel the player back up, so they could use it as a springboard while still keeping the original use case to land quickly and deal damage if the player doesn't hit an enemy? Just throwing an idea out.


Would love to see the team come back to this though - I loved speedrunning Neon White, and with some polish and a couple more level, I think this could be a really fun game for the talents and fans to get into speedrunning too!


Good work!

Developer(+1)

Thank you for the well constructive comments! Yes, we took inspiration from Neon White!

I really want to improve on the Bijou ability in the future, but for now this is a great learning experience for me!

Submitted(+1)

I am pretty bad with platformers so I barely managed to made it. But it was a fun experience, I liked the abilities. Biboo was initially underused until I started using it to just fall quicker instead for doing damage. Enemies were also fun altought the floating enemy is my demise. Level design was also pretty fun, enocuraged to use abilities, and had multiple paths to take as well. I liked intro and ending cinematic as well, got me into the mood.

Later on I might try a playthrough without using any abilities and check if I can make it (and if I will get a different ending) o7

For things that I would improve, the floating enemies could benefit from some indicator / animation that they will attack soon, so I could prepare accordingly instead of remembering the timing. Platforming with them was a little bit harder but manageable, I just had to always remember to move left / right when jumping on them.

Overall a pretty fun game, good job <3

Developer(+1)

I'm glad you enjoyed it! Agreed on the floating enemies, I sadly didn't implement the indicator in time.

Submitted(+1)

It is a fun platformer and I wish there are a few more levels and narrative bits.

Developer

I'm glad you like the story bit Sparty cook up! 

Submitted(+1)

I like movement. I think it would be better with more fast movement. I didn't use kick, tho. Also Biboo skill kinda useless as well. Overall it was fun short game.

Developer

Thank you and noted!

Submitted(+1)

Jump kicking the enemies only seems to work at very specific, hard to tell distances. It's also weird that kicking the side of an enemies bounces the player up.

Developer

Admitted I might have screw up the distance on the kicking so that might cause it to feel weird, still thank you for the comment!

Submitted(+1)

Very cool game! I like the different abilities. My biggest criticism is that the flying enemies shooting bullets makes it too risky to use them for platforming.

Developer

Yeah, I should have some indicator on when the Baloons are going to shoot, but thank you for trying our game!