Play Gridscryer
Gridscryer Jam Version's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound | #69 | 3.545 | 3.545 |
| Mechanics | #72 | 3.773 | 3.773 |
| Story | #91 | 3.227 | 3.227 |
| Music | #108 | 3.545 | 3.545 |
| Fun | #126 | 3.591 | 3.591 |
| Aesthetics | #128 | 3.773 | 3.773 |
| Overall | #150 | 3.591 | 3.591 |
| Theme | #415 | 2.909 | 2.909 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
Solo developer
Did you use any existing assets? If so, list them below.
All (idea, story, assets, music) created during jam except some grunge textures from various sources like Polyhaven and AmbientCG
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Comments
A really well made game with a lot of mechanics in play. This had a very intense feel just like how it is supposed to be in these types of games. Aiming and shooting while jumping around and wall running was satisfying. The hitboxes of the non-projectile enemies need to be re-visited because they just melt your health if you run into a room full of them. A really nice entry.
Thanks so much for playing and for the kind words! I'm glad you enjoyed it. I totally agree with your feedback and definitely plan to adjust the hitboxes and balance the enemy damage in the post-jam version.
Awesome work for a solo project! Fun game, controls made sense, music sound and mechanics were well done! Cool you had a backstory when many others I have played skipped story.
If I could change one thing, I would add a health item (I got through 3 levels, could have been a skill issue and me not reaching them if you have them haha)
Thanks so much for playing and for the kind words! I am thrilled that you mentioned the story; I always consider it an essential part of a game. And it is definitely not a skill issue, the game is still quite untuned! :) In the initial plan, there was going to be a shop room for items (including healing items), but unfortunately, it didn't make it into the jam version. I'll definitely add something for it in the post-jam update!
Something happened, and I couldn't control very well with my mouse... :( It kept either rotating and a crazy speed (perhaps mouse sensitivity), or the mouse would leave the game screen and made difficult for me to turn, so I kept dying.... :(
I am so sorry about that! Godot's HTML5 exports are notorious for breaking mouse capture if you click during a loading screen or hit esc during a game. It's an issue I'm still trying to find a foolproof fix for. Thank you for playing anyway, and sorry it ruined the controls for you!
It was hard at first. Until I realized that I can wall run and the gun is more like a rocket launcher than a blaster. Then suddenly it became a walk in the park. Nice game by the way.
Thanks for playing! I am glad you enjoyed it. There's nothing better than watching a player figure out the movement mechanics and completely break the difficulty curve. Appreciate the feedback!
I loved the mechanics and the story, and it was a really fun game. I am not sure how the connection theme factors in, probably that the rooms the players go through get connected? I am a sucker for games that let the player wall run and the like so I really loved your entry. The music meshed really well with the artstyle of the enemies and the rooms.
Thanks so much for playing and for the awesome compliments on the movement and music! You are right regarding the theme. The idea was that those connected room paths shown in the post-run room would form the basis of a meta-progression system between runs. I had to cut some corners due to the time constraints, but I'm definitely hoping to fully implement that in a post-jam version!
Really liked your game. A lot of cool mechanics as well introduced in your game. However I was killed quite early, but still enjoyed the game.
Thanks for playing and for the feedback! I am glad you enjoyed it. I completely agree on the difficulty, the jam version is a bit unforgiving. I'll definitely be balancing this better in the post-jam version.
Thanks for the game. Was an interesting play, though I sucked at it.
Thank you so much for playing and for the feedback! I am glad you found it interesting, and no worries, I struggle to reach the end myself! Jokes aside, I plan to balance the difficulty in the post-jam version
Fantastic work!
You made this alone in 10 days? Nice job!! :))
I liked the idea of being an experiment with aliens, they were tough guys! :D
Thanks so much for playing and for the kind words! Fun fact: Those guys were supposed to be some sort of strange entities, but whenever I'm in a hurry, my monster designs always turn out looking like aliens. I cannot stop thinking that I might have been abducted by aliens at some point in my life XD
Good game! nice graphics, but completing was a bi tough.
Thank you so much for playing and for the feedback! I agree that the jam version has some balancing issues, which I hope to fix in the post-jam version. Thanks for pushing through the toughness to complete it!
It was interesting that some earlier rooms were harder than later rooms (in a good way! Brings a bit of the roguelike unpredictability.)
Thanks so much for playing and for the kind words! In fact, at one point I planned to control the number of spawning enemies based on the room's row number. But amidst the jam chaos, I completely forgot to implement it! When I noticed, I thought the exact same thing: "Well, a bit of chaotic generation isn't that uncommon for a roguelike"
I had a lot of fun figuring out a pattern to defeat the ennemies (run around, wait until they stop to attack, then shoot!). I loved the music and aesthetics! One simple way to connect your story to the gameplay would be to reward the player with one glyph per room they complete! Very promising! :D
Thanks so much for playing and for the kind words! In fact, the initial plan was a rogue-lite with meta-progression. With each run, the path you followed would form a glyph shown on the screens in the post-run room, acting similarly to the runes in Diablo 2. Due to the jam's time constraints, it turned into a more straightforward roguelike loop, but I definitely plan to expand on that original glyph idea in the post-jam version. Thanks for the great suggestion!
not sure how it fits the theme. the difficulty could be tweaked to a bit easier side.
cool game tho.
Thanks for playing and for taking the time to leave your feedback!
Pretty nice game! Its very simple but I love the vibe, kinda reminds me of those old school retro shooters. I'm not a big fan of the movement though since it feels a bit stiff for me which could've been more integrated with the wall running. But other than that, I had fun! Great work!
Thank you so much for playing and for the feedback! I'm thrilled you enjoyed the old-school retro vibe, which was partially due to Godot's compatibility mode for HTML5 exports. You're totally right about the movement, balancing the stiffness with the wall-running is definitely something I want to smooth out in a future polish.
Loved the atmosphere of this one! Sort of reminded me of Cube.
Found it quite punishing, I could've done with the hitboxes being slightly larger on the enemies, and the wall running kept slowing me down and dropping me in the paths of enemies,but the progression through the maze was a neat idea.
Great work!
Thank you so much for playing and for the valuable feedback! While it didn't cross my mind explicitly during the design, Cube is one of my favorites from my youth, so I love that comparison! I definitely admit that many aspects of the game are far from being fine-tuned. As the sole playtester during the jam, even I found the small hitboxes a bit annoying, especially on the ranged enemies. I'll definitely be tweaking the physics and hitbox sizes in a post-jam version. Thanks again!
a full version with upgrades and new weapons, like a roguelike, would be fire
Thank you so much for playing! I'm thrilled you enjoyed it! My initial plan was actually to make it a proper rogue-lite with meta-progression. In fact, all of those paths were meant to be the basis of a glyph system inspired by Diablo 2's runes. I'm definitely hoping to expand the game after the jam, so I hope you'll come back and check it out when I do!
On my first playthrough I wasn't sure why I was taking damage sometimes but after exiting to see what happens I read the tutorial and realized it was me XD. Great game though I had a lot of fun!
Thank you so much for playing! I'm glad you enjoyed it! It was definitely my mistake for not properly conveying the mechanics. I originally planned to add a short tutorial level to explain things instead of a wall of text, but due to time constraints, I couldn't get it into the final jam cut.
I escaped !
No worries, I am right behind you! 😂
Jokes aside, thank you so much for pointing out this bug. It's officially fixed now. Normally, I export my meshes with collision shapes built-in, but this time I thought I'd add them directly in the engine. Changing my workflow in the middle of a game jam definitely turned out to be a mistake! Thanks for playing!
There is some cool stuff here, like discovering wall running was neat. The progression is confusing, given that you seem to only have one exit per level so I'm not sure what the grid at the end helps with. Great start for an FPS!
Thank you so much for playing! I'm glad you enjoyed it.
I originally planned to implement a meta-progression system using the paths, similar to how runes work in Diablo 2. The goal was to introduce a mix of randomness and player agency when following a path to draw a glyph. Not making it strictly rigid, but not totally random either. Players can choose their entry room (which corresponds to the column of the grid) and have the option to early-terminate the run using the doors tagged as "exit" in row three, instead of taking the door leading to the next room. In the end, it was just too much features to implement within the limited jam time. However, I definitely plan to develop this concept further after the jam! I also totally agree with you regarding the lack of explanation in the game's current form. Thanks again for the feedback!
This was fun. The blast radius of my own shooting usually harmed me the most.