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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 21 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

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