Shade-mancer (Working Title)
[CONTROLS]
W = Jump
A / D = Move left / right
E = Interact / Pick up item
Space Bar = Shoot Fireball
TAB = Inventory / Crafting
ESC = Pause
This game is a "Metroid-vania" where instead of getting powerups, you collect essences of difference classes of adventurers. You can augment yourself with potions to boost strength, speed, etc and unlock new powers with those essences when brewed into a potion.
(Crafting is broken at the moment)
Using GODOT 4.2.1 engine
Game Design Document :
https://docs.google.com/document/d/1HMq72t6p6ui7dFHxi-sPQYWNyAbgpNvJ64pe3K0kStg/
Credits:
Coding, level design, animation, SFX, sprite design: James (JetPoweredGaming)
Sprite design, animations & music: Tanner (Hablario Montez)
Game Concept: Draven (ItsDravennnn)
Tilemap: https://adamatomic.itch.io/cavernas
Status | Prototype |
Platforms | HTML5 |
Author | JET Powered Games |
Genre | Platformer, Action, Adventure, Puzzle |
Made with | Godot |
Tags | 2D, Dark, Godot, Metroidvania, Retro, Short |
Development log
- v0.11 UpdateAug 14, 2024
- Update v 0.10Jul 30, 2024
- v0.05 updateJul 26, 2024
- v0.04 updateJul 26, 2024
Comments
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Peace at last...
I hope crafting gets fixed! The jumping around and SFX were really fun. I am looking forward to more updates if you decide to continue development!
I am for sure, I've already finished a second area and a boss fight with a lot more combat. Unfortunately, I cannot update the game until the Game Jam is concluded and the results are in.
this was fun, im gonna be honest Idk if I did finish the game or not but I enjoyed it none the less :P Keep it up
Thanks for playing! Wild to see our game played in a YouTube video. Looks like it was one of the first builds I uploaded, the newest version is a lot more polished with a proper "end"
I really like what you have here, although it does make me feel like a complete noob (which I pretty much am). I do however think this could benefit from some kind of indication to shoot the door down (maybe just placing the input closer to the door), and the same goes for the bridge section.
I do like that idea of having the input stuff be closer to the objects. Great for the tutorial area for sure.
Looks promising! Can't wait to see how far the game goes.
While this is still at an early stage, I'd recommend thinking carefully about your input scheme. Obviously, I don't know everything that you have planned, but at the moment there's no reason for space to be jump, so I'd recommend using W/Up to be jump. Similarly, your projectile only goes in the direction that you're facing at the same level, so there's no reason for it to be on the mouse - you can't aim, and there's nothing in your game design document to suggest this will be implemented. The mouse input is totally wasted. If W/Up is jump, shoot can become spacebar, or J, or... Something else. As a general rule, if a game expects me to use the mouse, then I expect to be able to aim/manipulate things with the mouse somehow.
The art is nice. Did you do it yourself?
Thanks for the feedback. I've been trying different input methods but I do like your idea of going 100% keyboard. I did the goofy character sprites and the interactable stuff, everything else I got from https://adamatomic.itch.io/cavernas
"
instead of getting powerups, you collect essences of difference classes of adventurers. You can augment yourself with potions to boost strength, speed, etc and unlock new powers with those essences when brewed into a potion."
I dont see where this part is relevant.
curently I can only fight past the only enemy at the bottom and reach the table at the bottom left.
Not sure what else there is to do.
There's nothing else to do just yet. I'd posted this just to playtest the bare minimum platforming mechanics. The alchemy and items are still in-progress.
I didn't know whether or not I was dealing damage or getting deflected when fighting the boss until he died. I think adding some additional visual indication aside from just the audio like flashing white/red of the sprite would really help with clarity.
Excellent advice, I'll work to make it more clear whether or not the projectiles are impacting
My best idea is a health bar, but there might be other ways of doing it.
The door behind the boss is not solid
I noticed that, some weirdness going on with the physics. I think I've got that fixed now. I'll be uploading a new version before the Jam ends.
I got stuck fighting the knight. I jumped and got stuck between his shield and the ceiling at the doorway between his room and the arrow traps.
me too
Oh boy, wonderful physics bugs.. Not sure how to solve that one.
The Boss Fight was pretty interesting. I wonder if there will be mobility upgrades and more telegraphing on the enemy attacks.
F Feels awkward for interacting with the environment it would be nice if there was an option to rebind it.
I do plan on adding more mobility upgrades further on. And I will be working on an options menu that allows for re-binding keys as well as other standard options