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A jam submission

Astral MasonView game page

Project your soul to turn enemies into platforms and weapons!
Submitted by zhan068, win10.exe — 57 seconds before the deadline
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Astral Mason's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#73.7783.778
Overall#203.0563.056
Presentation#252.7782.778
Enjoyment#262.7782.778
Concept#302.8892.889

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

Team members
zhan , win10.exe

Software used
godot4.7 , aseprite

Use of the limitation
The Jam limitation is "Enemies as weapons". In Astral Mason, we integrated this as our core dual-state puzzle mechanic: players cannot use conventional weapons, but must instead use "Astral Projection" to crystallize patrolling enemies into solid blocks. These crystallized enemies then literally become the player's physical weapons and puzzle-solving tools: Projectiles: The physical body can lift and throw crystallized enemies in a parabola to smash fragile bricks or eliminate other foes. Puzzle Weights: They retain physical weight and can be carried to press down physical pressure plates. Platforms: The physical body has a very low jump height, so these crystallized enemies must be used as stepping stones to cross high ledges.

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Comments

Submitted

Interesting mechanic! I like puzzle platformers. Great job!

Submitted

Really nice call adding a tutorial, because I definitely had a bit of trouble getting used to all the controls!

I think the environment pixel art looks really nice. It's a bit of a shame that the spectral double mechanic isn't pushed a bit further, but it's already a cool idea.

It also feels like it's missing some SFX, but overall, good job!

Submitted

Very cool concept and visual theme! I really like that you went a bit further with the limitation in that the enemies were weapons, but also tools/keys to progress. I am glad there was a tutorial, but everything felt pretty intuitive once I got the hang of the controls (though the scream was listed as right-click, when it was left-click for me).

I would say the astral projection ability could use some tweaks. Notably, it seems the camera jumps from the last location you used it, which kept making me think I died or the camera was glitching. I think it would also feel better to remove the need for it to be close to the player to "recall" it. Overall I think it can become a very deep mechanic.

The puzzle/challenge progression was great - the last room took me several tries. I think you did very well with the level design within the short time frame.

Lastly, some sound effects would go a long way in adding to the satisfaction of throwing a crystal through a wall or an enemy's face.

Well done with your game!