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A jam submission

Soul StealerView game page

Steal souls to save your family
Submitted by Stanley, captainTylor (@77_scout), Instrumetal — 22 hours, 59 minutes before the deadline
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Soul Stealer's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#942.7182.718
Originality#1023.0263.026
Theme#1093.2563.256
Overall#1092.8282.828
Audio#1102.7182.718
Controls#1112.7442.744
Graphics#1212.9492.949
Fun#1312.3852.385

Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.6

Theme Interpretation
you steal peoples souls

Wildcards Used

Right Wildcard

The third wildcard (description pending)

Discord Username(s)
Stanley, Instrumetal,Petrovich

GWJ Participation Level
Stanley = 1, Instrumental = 1, Petrovich = 1

Team Size
3

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted(+1)

I liked the concept in general, but I couldn't figure out what the game wants to be, is more of a platformer or a stealth game, both, or maybe something else? It's nice that you had the time to implement so many features (e.g. upgrades, enemy detection and behavior, tutorial), but many parts felt a bit unfinished, or at least unpolished. For example:

  • The resume menu opens at the beginning of the tutorial, which was a bit confusing.
  • The tutorial text was overlapping with various sprites, making it harder to read.
  • Enemy spawning and movement felt a bit weird and unpredictable. I saw no repeating pattern that I could use to guess when they turn around and we had the same speed, so they spot me instantly and unexpectedly, and without the upgrades there wasn't much I could do. Even as little as some indication, maybe a split second of a pause before they turn around could greatly improve player experience.
  • The enemies were moving between screens, but the player cannot see what's going on there, so at any time an enemy could drop from below or even detect from the other screen, which makes it substantially more chaotic.
  • Enemies tended to spawn and drop to the lower level after a short while, which soon made the ground an inescapably dangerous place with a conga line of enemy red cones.

Of course these all could be design choices that you made, but to me it felt more like you needed some more playtesting and balancing. So, overall, the game was fun, but I'd recommend making sure that your primary gameplay loop is as polished as fun as it can be before moving on to nice to have features like upgrades. And the way to do that is a lot of playtest --> balance on repeat.

Congratulations to your submission and keep it going!

Developer(+2)

Thanks for the feedback and ya were definitely did not do enough play testing but hey we’re learn something new every jam next jam might be different 

Submitted(+1)

Absolutely, it's already an impressive achievement to be able to make a playable game in only 9 days, making it balanced and polished is a skill learned over time, through many iterations, and something I also struggle with.

Developer(+2)

this the second jam I’ve ever been in, definitely taking advantage of the play testing part of their discord next time

Submitted(+2)

Very cool concept and music was good.

Submitted(+1)

This was fun I liked the upgrades and the music was chill. but I was able to shove enemies into the ground. overall fun!

Developer(+1)

thanks for playing, ya we had found that bug but I left it because it didn’t really effect game play and it’s funny

Submitted(+1)

indeed it is!

Submitted(+1)

Cool Game

Developer(+1)

thanks

Submitted(+1)

It’s a good game, but I couldn’t reach the late-game upgrades. I feel like the game is quite difficult. Overall, it's well-made, especially the art and animations.

Developer (1 edit) (+1)

ya we hadn’t done too much balancing so all the upgrades have had the same price through the whole development, thanks for your feedback and thanks for playing

Submitted(+1)

I feel like the best move for player is to grind multipliers and find a camping place. I feel you should balance multipliers, and force player to change location, maybe it could be kinda like clicker game where gameplay itself is not really fun, but with upgrades you are starting to feel power.

Developer(+1)

ya sadly we didn’t have enough time for balancing that much

Submitted(+1)

Good job The soul snatching mechanic was an interesting idea 

Submitted(+1)

Really cool game, i have to say tho i encountered a bug on the tutorial i failed to click the souls and then it didnt let me try again or go to the world, i had to restart the game, i love the art and the idea too, great job

Developer(+1)

well thanks for playing, I don't think we ever came across that bug while we were play testing

Submitted(+1)

I really like the artstyle & overall idea! Some things I liked:

  • Music
  • Overall gameloop & shop
  • Story & characters

Some things I thought could be improved:

  • Some of the sound effects would be less repetitive if they were randomised (e.g. the jump sound effect) - e.g. you could use an AudioStreamRandomizer with 1-2 semitones of randomisation
  • I thought the game was a little difficult as I lost all my progress when dying
Submitted(+1)

Thats a quite a fun experience 

I like the lore to explain the goal of the character, but I wish there was different ways to capture souls

I got to around 30 souls, when I finally died because I was over confident of my stealth skills 😅

Congrats to the team!

Developer

Thank you for posting playing, we had at some point 2 ways to get souls but we ended up scrapping one because it wasn’t really stealing any more

Submitted(+1)

Love the concept overall!  Very cool theming.  I think the human's behavior got a little funky sometimes.  There were a couple moving back and forth on the edges of the screen, maybe bumping into each other.  I think sneaking up and playing a mini-game is a cool mechanic. 

Developer(+1)

thanks for the feedback, maybe I should spend more time making an AI next time

Submitted(+1)

I liked the game overall, especially the shop which is always a lovely addition to any" farming" game of the sort.

The enemies flipped a little too suddenly IMO, especially mid-air or just as they hit the ground, and it seemed to be random which doesn't allow for skill-based gameplay if that's what you were going for.

The way the characters are drawn is cute and I like the inclusion of a tutorial which I for one didn't have enough time for!

Developer(+1)

The enemies may have been too random there is some skill but it’s also you need to be lucky. Thank you for playing

Submitted(+1)

Cute game! I did find it quite hard to tell when I was taking damage, and I also got stuck one playthrough when I failed to complete the tutorial due to a pop up message not disappearing disabling the rest of the UI. Overall nice little game, and a little polish could take it quite far! I like the mini-game concept a lot!

Developer(+2)

thanks for playing, we never had that problem with the tutorial guess we should do more play testing 

Submitted(+1)

I believe it happens if you don't hit the "Resume" button after getting loaded into the game and just keep walking to the left. I got stuck again with the "(sighs), let me get another one" text pop-up.

Developer(+1)

Okay well that isn’t good I still can’t believe I forgot to turn off the pause menu in the tutorial

Submitted(+1)

Great onboarding! The storytelling, tutorials, and quickly jumping to gameplay was great. Really good art, very detailed and the fx added a lot. Most difficulty problems were already commented, but it's just a detail and very plausible for a jam game. Great job overall, I liked it!

Developer(+1)

Thank you, we worked hard on this game. I am glad that you like it

Submitted(+1)

Very cute!

I love the art style and the idea is fun. Sometimes enemies would pool around each other so navigating became a bit difficult, but the game was still overall really fun!

Great job!

Developer(+2)

Thanks, the enemies pooling was probably the biggest problem we had with this game, we could never fully fix it 

Submitted(+1)

Cool game and the clicking on the souls as mini game fits well.

There were once a lot of village people walking around and with all the vision cones it was a waiting game or go all in. Once some ran away it worked out for me.

Great work :)

Developer(+1)

Thank you for playing. We tried a lot of things to fix it, but it was never fully fixed. It's better than what it was in development.

Submitted(+1)

The music volume slider seems broken, but increasing past half gives it an epic metal distortion

Developer(+1)

ya, I probably should have fixed that, I just didn't ever get to that. Thanks for playing

Submitted(+1)

I found it satisfying to farm souls after finding a good strategy to get them.   I did seem to run into an issue where I couldn't close the shop window.  Not sure if it was just me missing something or not.  Cool take on the concept I enjoyed it.

Developer(+1)

You don't really close the shop menu, you have to walk away from the fire. Thanks for playing

Submitted(+1)

Really neat little puzzle platformer you made here! 100 souls did seem like a lot, especially with only 3 health. I would say adding some more enemies that give like 5 souls and have their movement be different would be cool. Overall though, nice job! Well done :)

Developer(+1)

Thanks, yeah, the 100 souls is a bit much we didn't really have time for balancing

Submitted(+1)

Really great narrative motivation and introductory cutscene. Having you wife and child immeaditly sacrificed and having to get back souls from angry villagers who chase you with pitch forks is such a great idea and charming. Was immeaditly invested. Also the art and music sets the vibe quick! The controls were a bit odd but once you learn how to go invisible / steal multiple at a time makes a really fun cycle. I think 100 was a lot but gave a clear milestone to chase! Also if you have time would be curious your thoughts on our entry, but keep up the good work! 

Viewing comments 21 to 2 of 21 · Next page · Last page