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A jam submission

The Living SkyView game page

Keep your world alive... or die trying. In 3D!
Submitted by Samimies, ChiefZika — 16 minutes, 14 seconds before the deadline
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The Living Sky's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#303.0573.222
Sensory#403.1623.333
Overall#412.9093.067
Relevance to the theme#423.0573.222
Enjoyment#542.7412.889
Metroidvania#662.5302.667

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
We went with absurd size. The environments of our game are the bodies of gigantic creatures, living or dead.

Team/Developer
Samimies, HarmonRed, MegaHertz, ChiefZika, Viho!, Patrick O'Driscoll (Keyboardgoblin), William Cancel (Hoodie), MossySen

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Comments

Submitted

Yoooo, this is awesome! 

Like someone else said, it's got strong Morrowind vibes, and reminds me quite a bit of Dread Delusion. 

There's some jank, particularly when getting used to the input, but it's not particularly bad. Audio, visuals, and sheer style are fantastic here. Good job! 

Submitted(+1)

Quite an impressive scale for a game y’all got here, dayum. The environments and the atmosphere of the game are, well, gigantic lol. All the fog and the colors gives off very oppressive vibes which is immaculate (and as another commenter said, very Morrowind).

One thing I would note is that I would love more flexibility in combat options, maybe defend/parry actions? The sword side switching every time the character strafes in the opposite direction kinda reminds me of directional attack blocking, a la Mount and Blade and Kingdom Come Deliverance.

Anyways, hell of a first impression!

Developer(+1)

Hello!

Thank you for your feedback!

You can currently block enemy attacks by attacking at the same time as the enemy. This feature can be played around with quite a bit you can even score ripostes and “master strikes”.

Definitely needs more telegraphing, but it is there, not perfect — but is there! The system was initially inspired by KCD2, but the combat would have required a magnetism feature which can be quite annoying and would require more tuning than we would have had time for.

Thank you for the feedback and we will definitely take it in to consideration for a postjam hotfix!

Submitted(+1)

I loved this game, but there were a few things that prevented me from finishing it, which I would love to revisit and do. First of all, the atmosphere is amazing. I love your take on absurd size and how you translated that to the world. The weirdness of the world reminded me of my first time playing Morrowind.

Combat was fine at first, but after unlocking the Striking Sigil, it became very easy. The enemy became very easy to pick off from the distance as they would not react to being attacked unless I was close enough. The other issue I had in the Deep was that I kept clipping through the floor as I tried to make my way (which is what prevented me from continuing)

But overall, the game is splendid!

Developer

Hello! Thank you so much for the feedback!

Nice to hear that the game reminded you of Morrowind. That was one of the primary inspirations! The striking sigil has a balance feature in it called “sigil toxicity” this basically acts as a complex cooldown for the weapon, but it is quite under tuned and its state not yet telegraphed to the player.

As for the issue in the Deep. We haven’t been able to replicate this bug. Where about did this happen? If you would be able to provide a videoclip of this happening that would help a lot!

Thanks for playing!

Submitted(+1)

this is Actually good i need to replay this again and finish most of it rn i played like 20 to 25 percent of it and what i played made me just say WOW nice everything but its kinda hard to figure things like attack and whether the starting block is breakable (could be on me not being a 3d games fan or a player but thats pretty much all i have for now )

Developer(+1)

Hello!

Thanks for playing!

We will look in to better tutorialization in the future!

Submitted

This is a bit of a tough one for me. On the one hand, there's a good amount of game here. On the other... The whole selling point is that you're on the back of big creatures or something of that sort. But, I think that ends up being a bit of detriment in the end. The areas are big, yes, but there's not a lot going on in them. There's a couple enemies here and there, there's big structures that don't have a lot of defined features, and it almost kinda feels empty. Which, in a dying world, which I think is the theme, it makes sense. But it's also... I don't know. The dash and sprint help with the long runs, but they're still pretty long. I think I just would've liked something more in the areas as while the style is cool, it's also a bit muggy and doesn't have all that much visual structures that personally stand out to me.

Some other things to note: The camera is really loose and it disorientates me sometimes even when I'm not moving my mouse all that fast. The game was also a little on the loud end and I couldn't find any options if there were any. Once I got the striking sigil, it kinda just became a win button. I'd have the enemies dead way before they reached me and there was nothing they could do to stop it, only to then later get enhanced with the cutting butterfly to increase my ranged capabilities.

It's not bad, but it leaves me personally wanting more out of my experience. Interesting take on the theme and congrats on everything you managed to accomplish here, honestly. That's a lot of content to make in a month. Kudos to you guys and an incredible job despite my take aways.

Developer

Hello!

Thanks for the clear and honest feedback!

The world ended up not having nearly as much enemies and POIs as we would have wanted and that might contribute to the feeling of emptiness you have experienced.

The striking sigil will be tuned for the postjam hotfix!

We will update the game with more features and content. It is good to hear that you would like to see more of it!

There is a way to adjust the mouse sensitivity by using the Page up & down keys, but this was not written down anywhere before you played. We will make a dedicated settings page.

Thanks for playing!

Submitted(+1)

I liked playing, but I found the map to be confusing

Developer

Hello!

Thank you for playing!

What parts of the map ended up being confusing? What where the primary points of friction for you?

Submitted

I think that it was after getting the striking sigil. I saw a glowing purple wall, but I could not get through or find a different path. Also, I wish that there were more save points. Otherwise, I really liked the lore and found the environment to be very striking.

Developer (1 edit)

Ah ok, I hotfixed the colours for the walls during the 24 hour grace period. Now the walls that require the sigil of the wyrm are blue.

I also added a few more checkpoints especially near the end

Submitted

Thanks, I'll try playing again