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A jam submission

Sow or Get ReapedView game page

It has a lifespan of one night. Grant its only wish: make sure it feels the warmth of the sun.
Submitted by Lethargy2718 — 1 hour, 25 minutes before the deadline
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Sow or Get Reaped's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#9564.0654.065
Narrative#26412.8712.871
Audio#29503.0973.097
Enjoyment#43912.9682.968
Creativity#54973.0653.065

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You play as a creature with a limited lifespan. Your goal is to gain as much power as possible through platforming and fighting while the timer of your life counts down, in order to be strong enough to survive and see the sunlight.

(Optional) Please credit all assets you've used
Slash: https://opengameart.org/content/pixel-art-sword-slash-effect

Font: https://ggbot.itch.io/pixeloid-font

Forest & Slimes: https://killuakage.itch.io/fantasy-forest-pixel-tileset

Potion: https://chrisppop.itch.io/colorful-potion-and-elixir-pack

Heart: https://opengameart.org/content/heart-pixel-art

SFX: https://pixabay.com/sound-effects/​​

(Optional) What would you like to be called if GMTK features your game?
Lethargy

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Comments

Submitted(+1)

Awesome game only beef with it is I want wasd and space lol but gj bro God bless and pls rate mine if you have the time or see this =)

Developer

Thank you! Maybe I should add multiple bindings from now on. Thanks for the idea!

Sorry I saw this a bit late so I couldn't rate, but your game's really cool! 

Submitted

its ok man but def do the multiple bindings lol

Submitted

Quick question what do you use to make your pixel art and how do you make it glow

Developer

I use Aseprite for pixel art. Most of the art I used was free assets that I just edited though (credited above) aside from the player and bullets.

For the glow effect, I do it in Unity by using Shader Graph (to multiply glowing areas by an HDR color) and enabling Bloom. I also place lights behind stuff to actually, well, emit light.

Brackeys made a great tutorial on the topic on YouTube titled "How to make 2D GLOW in Unity!". I think you use Godot though, so you might need to find a tutorial for that. Pretty sure the concept itself doesn't change much anyway. Good luck!

Submitted

ok this was w help and yeah I use godot but have yet to make a 2d game so I might start playing around with that tysm man God bless bro and Jesus loves you

Submitted(+1)

the controls, are a bit strange,  but other wise a hard and very fun platformer

Developer

Thanks!

Submitted(+1)

I feel like the juice is very tuned up, making the gameplay hard to see, but I enjoyed the experience

Developer

I was planning to add an option that tuned it down a little but didn't have enough time unfortunately. But thanks for your feedback! I will keep that in mind for the future.

Submitted

how can i play : "pressing W and arrow keys and mouse is alot ?"

Developer(+1)

Did you accidentally comment on the wrong game? WASD and mouse aren't used in this game.

Submitted(+1)

Visually this game is AMAZING! Very fun to play but was a bit hard for me (skill issue). Really well done!

Developer(+1)

Thank you!! Nah don't worry it's definitely not a skill issue; I think everyone agreed on the controls being difficult (my fault for not playtesting) but I'm glad you liked it!

Submitted(+1)

From the start, the game caught my eye with beautiful artwork! And I really liked the challenge the game provided and the opportunity to find hidden hearts. So, of course, I gathered all 7 of them! But unfortunately, during the last battle, there weren't any bullets, potions or even the hearts that I had before. But it didn't stop me from completing the game! 

Developer

Thank you!! Great job finding all hearts! I am surprised multiple people managed to find *that one* heart to the left in particular.

The hearts are meant to be zero in the final battle since they're used up to boost your stats (I didn't have enough time to create a cutscene or any sort of indication of that happening unfortunately, but I think it was explained in the tutorial?)

Potions and bullets weren't supposed to be gone, though, so that was definitely a bug. But congrats on still finishing it :)

Submitted(+1)

Controls are a bit tough but the visual and audio design is awesome. Really brought the Juice.

Developer

Thanks!!

Submitted(+1)

I agree with the others that controlling your character is quite hard but this game is really cool! With more intuitive and cleaner movement this game could be really really great. The pogoing and deflecting of bullets is sick, and the artwork look really good! Love the background layering. Congrats!

Developer(+1)

Thank you!! It's definitely my fault for not scoping correctly and not allocating some time for playtesting and tuning. I will be putting more effort into that in the future. I'm glad you noticed the parallax effect! It's a little hard to notice with everything going on

Submitted(+1)

Right, first of all, I beat the game with all 7 hearts! For context, I've beaten both HK and Silksong, so once I saw those (very wacky) keyboard controls, my first instinct was to grab my controller, which worked great, which I'm very glad for. Maybe let people know this is a game where controller works best!

The gameplay is simple enough, pogo off stuff, kill stuff, get hearts, then survive the last phase, easy enough - unless of course the camera moves just as quickly as the character, in which case everything feels really dizzying and hard to follow. You used Hollow Knight as a reference, which is good, if you look at how the camera there works, there's a delay/smoothing effect where the players' fast movements aren't INSTANTLY followed, they're on a kind of delay with an ease in, so that if you're doing quick bursts of movement, your eyes have a chance to follow and breathe into the motion, rather than having to instantly see the whole world shunt half a screen, this is especially useful when performing pogo actions, as it gives people much more of a chance to position correctly for it. Trust me, I beat Silksong with beast crest, so I enjoy a good pogo challenge, but that heart on the right (not that one, the OTHER one, you know the one I mean) has really tight, punishing pogo, and the camera just exacerbates that difficulty. 

The camera does affect the combat too, but I have a separate issue with the combat, and that's attack telegraphing. The slimes (whilst, in a regular interval) have no telegraphing on the attack, which makes it basically inevitable that you take damage from it (or at least from the enemy room on the left), even if you're good and use the ranged attack parry (which was fun to use, btw!).

You did compensate for this extra difficulty by being generous with the pots I will add, but those two things of camera movement and enemy attack telegraphing are two things HK and Silksong are both *exceptional* at, and its worth taking another closer look at how that looks and feels in those games to get a sense of how you could adapt those techniques for yourself. Otherwise, very good first attempt at a platformer! <3

Developer(+1)

Thank you very much for the detailed feedback!! I really appreciate it!

I was planning to mention controller support, but unfortunately, I realized after submissions were closed that I'd forgotten to include support for the heal and bullet actions (possibly more? I forgot.) But you're right, I should've still mentioned it. I also kind of just ported HK's keyboard controls, which I know most people dislike. I will be looking into alternatives if I ever make another platformer.

I knew something about the camera felt wrong, but I couldn't put my finger on what it was, so thank you for the in-depth explanation!! Also, great job on the beast crest thing no wonder you managed to find all 7 hearts lmao (I think I never took off the hunter crest)

You're totally right about telegraphing. The slimes actually played a little squash-and-stretch animation right before attacking, but I guess it was too unnoticeable. I will be putting more effort into that from now on.

Glad you liked the parry! It might be my favorite thing about the game. I have always loved the parry from Dead Cells, so I knew I had to add a similar mechanic.

Thanks again for the effort you put into this feedback! I will definitely be incorporating these tips in the future!

Submitted(+1)

Super cool concept and love the art. A little difficult to control for my taste but amazing job on the polishing!

Developer

Thank you! I enjoyed adding the polish a lot

Submitted(+1)

Managed to find 3 hearts. The game is drop dead gorgeous. Love the neon pixel vibes. Mini
Gravity felt a bit heavy for me? I think I started to get it by the end, but I fell SO quickly that I felt like I had almost no reaction time. Climbing up the slime tower after falling to the secret heart platform took quick a few tries. Or maybe my framerate was too high and that was messing with it somehow? Not sure. 
(I am a sicko for HollowKnight and Silksong too, so I'm not just baulking at difficulty).

Developer

Thank you!! I was going for a Dead Cells aesthetic here. You're totally right, gravity was extra heavy. I was trying to make the game more fast-paced, but that backfired and made it unreasonably difficult.

Submitted(+1)

Cool art style. The movement was really cool, but I kept messing the controls up. I've got to practice more

Developer

Thanks! Don't worry it's not your fault, the controls and difficulty were just messed up 😅

Submitted(+1)

Quite fun. The countdown theme is just a bog-standard “it’s a game that you have a limited amount of time to play”, and I wasn’t able to finish it fully although I got 4 of the 7 hearts before I died.

The controls could’ve probably done with a little momentum, though.

Developer

Good job on getting 4! I honestly just wanted to try making a platformer for once, so I decided to go with a simple theme. At least it was supported by the narrative + the final arena a little bit? Anyway, thanks for your feedback!

Submitted(+1)

The aesthetic and overall concept was really good, I just did not find the controls at all intuitive and think some more leniency with some of the jumps would have made the balance feel a bit better. Overall a great looking game though.  

Developer

Thank you! Yeah, fair point. I sort of rushed at the end and didn't have much time to balance unfortunately. Should've scoped better.

Submitted(+1)

Amazing aesthetic! The game was hard to play on a keyboard but overall Well done! 

Developer

Thanks!! I sort of just copied Hollow Knight's controls, but I forgot everybody hated them😅I will put more focus on controller support + better keyboard controls next time

Submitted(+1)

Love the aesthetic. The gravity felt really heavy though.

Developer

Thank you! True, I made it heavy to make the gameplay as fast as possible, but that unfortunately backfired and made it difficult to control.

Submitted(+1)

Unfortunately, it's impossible on my keyboard to do the parkour, wish there was more momentum during jump and pogos, but I've really liked it

Developer(+1)

Yeah, I wanted to raise the pogo and jump forces a bit, but I would've had to change the whole level, and I unfortunately didn't have enough time... But thanks a lot for the feedback! I will definitely tweak this alongside other stuff beyond the jam.

Submitted(+1)

Really really tight execution for an action platormer. Amazing polish for a jam game. Well done!

Developer

Thank you! I've been playing lots of Hollow Knight lately, so I tried to copy what it did well. Glad that paid off!