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A jam submission

Time To SoulsView game page

A simple game arcade for a Game Jam GoedWare.
Submitted by 0piotrogo — 6 hours, 39 minutes before the deadline
Rated by 7 people so far
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Time To Souls's itch.io page

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How does your game interpret and use the Theme / Halloween?
My game interprets the Halloween theme through its core supernatural mechanics and spooky atmosphere. The player character controls a stealthy entity capable of turning invisible to avoid guards. The main objective revolves around a classic Halloween trope: wandering through the shadows to harvest and absorb the souls of the living, building tension through careful timing and stealth.

Game Engine?

GDevelop

Graphics & Audio: What did you create or use?

Homemade Graphics/Art (e.g. models and/or textures)
Assets (e.g. free or purchased assets used in the game)

Have you participated in a game jam before this one?

No

Roughly how much time did you spend developing? (in hours)
22

Anything else you'd like to share about your game or development process?
The game ended up feeling somewhat incomplete—or perhaps just not very polished—which is due to the time I had available to work on it. Instead of having the full duration allotted for the game jam, I had to go on a two-day school group trip, so I ended up rushing to finish it in just one day. It’s not great, but I managed to get it submitted.

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Comments

Submitted

a very nice game, u have to dodge the police, and use stealth and also steal souls, the map itself might need more polish but other than that..


overall a nice game!

Submitted

The game had a good game loop. I had upgraded my character to level 2 and it's good that you have made a somewhat complete game that can be played again and again in just a single day. But there are still some features that can make the game much easier to play!

  • A meter for when the stealth mode ends. I am often returning to my 'grave' and my stealth mod finishes mid way and the guard catches me.
  • A meter for when you can use the stealth mode.
  • A health meter for the player so that you don't die instantly by the guard, and it can also be influenced by character level.
  • Having the ability to capture guards' souls too, just because guards are not 'soulless'
  • Graphics for a road where we walk, just so that the background matches the playing environment.
  • Having the ability to strafe above and below; guards have this ability, it will be wonderful if the player gains the same ability too!

I also found some bugs. Like the music just stopping when you capture a soul, some text display issues when you upgrade the character, and the "R" key message cloud that appears on some child just staying there even when the child runs away.
I'd also suggest just removing the first 5 second cooldown the first time you start a level. I can't understand why this cooldown exists. I think either it should be added every time you want to capture a soul or it should be completely removed.

Otherwise the core game loop is solid. It is good progress for a single-day project.

Submitted

Collecting souls is an impressively interesting idea. I have to admit that it really catch my eye. The instruction works well and I really appreciate it! Hope your next project reaches even greater heights!

Developer

Thank you! It’s a real relief to hear that a player enjoyed the game, thanks for the review!

Submitted

The stealth and soul-collecting idea sounds fun! From the instructions, a small countdown showing when you can absorb a soul could help newcomers. Congrats on your first jam! It’s ours too, and we’d love your honest thoughts on A Borrowed Shadow if you get a chance.

Developer

Thank you for the feedback! I was really happy, I needed a simple idea for the game and ended up going with the most classic one possible! Of course, I would love to review your project.

Submitted(+1)

First off, congrats on finishing and submitting your first game jam! Especially with only about 22 hours available to work on it. There is a real game concept here, and I eventually figured out that I was using stealth to avoid the guards and trying to collect the souls from the children.

I had a very difficult time actually playing it consistently, though, and I think the biggest thing to focus on for a future project is making the game’s internal state clearer to the player.

The control layout was particularly difficult for me. Movement is A/D, stealth is X, and collecting a soul uses R. Since those actions often need to happen close together, my hand was constantly moving between keys that aren’t very comfortable to combine. R also competes with the finger I naturally use for D, which made moving right while preparing to interact especially awkward.

Something like A/D for movement with Space/E for your primary actions might be worth experimenting with.

Stealth was also hard to understand while playing. It seemed to have both a duration and some kind of cooldown, but I couldn’t find an indicator showing whether I was currently hidden, how much time I had left, or when the ability was ready again.

I ended up repeatedly pressing X just to determine what state the game was in. A simple meter, icon, character effect, or cooldown display would make that mechanic much easier to learn and use intentionally.

I ran into a similar readability problem when collecting souls. The R prompt can remain behind after a character moves away, so I wasn’t always sure whether I was supposed to interact with the character, the prompt, or the location where they had previously been. Keeping the prompt physically attached to the actual interaction target would make the mechanic much clearer.

I did manage to collect souls a couple of times, so I could see what the intended loop was, but it took me quite a while, and a couple readings of the instructions on the game page, to understand how everything fit together.

Ideally, the game itself should communicate enough that the page instructions are reinforcement rather than required reading.

I also encountered what seems like an audio bug. The music and sound effects fit the game pretty well when they were playing, but in multiple attempts the audio eventually stopped completely.

Conceptually, I like the idea of playing a supernatural character sneaking around at night collecting souls while avoiding guards. That gives the game a clear Halloween identity.

For a first jam, getting something submitted with movement, enemies, stealth, interactions, art, audio, a tutorial, and an objective is already a meaningful milestone. I think another pass focused specifically on player feedback and usability would make the underlying idea come through much more clearly.

Developer(+1)

Thank you! I fully acknowledge that the game falls short in certain areas, and I would like to apologize. I am planning a future version to address some of these bugs. Regarding the game's internal state, I actually intended to include a meter for that, but it was a mechanic I ended up not prioritizing. I apologize for the poor experience.

Submitted

No need to apologize! Game jams are all about making those tough decisions about what gets finished and what gets left on the table.

I know how quickly time disappears during a jam, especially when you’re trying to get several mechanics working together.

I think you’ve got an interesting concept here, and getting all those systems into a playable submission for your first jam is an accomplishment in itself.

Glad the feedback was useful, and I hope you keep working on it. I’d be interested to see how it develops!