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A jam submission

Spirits Journey To Next LifeView game page

Submitted by HaruGameDev — 12 minutes, 43 seconds before the deadline
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Spirits Journey To Next Life's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#62.3192.444
Theme#72.2142.333
Fun#71.5811.667
Graphics#71.8972.000
Overall#72.0032.111

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

Did you/your team create all the assets?
NO , I took assets From Unity Asset Store and Used Free sound and fonts

How does your game fit the theme?
IN this game you play as a spirit you have to complete 10 levels without hitting any sad memory of your past life and at the end your fate will depend on your own actions

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Comments

Host

The movement felt a little weird... I had quite some trouble completing the levels. I got to level 4 and was somehow sent back to level 2. I didn't see any glowing orbs through those levels. The graphics was decent, with a lot of room for improvement. Some SFX could've elevated the audio more. There was too much text in the game tbh, which led me to just ignoring the text every time I hit something. The theme implementation was also not the best. Overall a lot can be improved for this game.

Developer

Yess it had so much bug because I didn't give much time for player testing like that level 4 to 2 level was a very simple code mistake i did and same for glow orb it was a simple fix but I didn't notice it becoz of my lack of player testing and about texts I agree it gets boring should have added audio as well with text my goal with the past memory was to try and connect the player with the game but for that I needed some back story as well which i lacked and i just took too much work like kept on adding more things in game instead of focusing on main gameplay and lastly for the theme I had an idea like the spirit is between being free from the world or continue its cycle of life and dead I think the theme idea my mind was good but the implementation lacked alot lastly thank you for your review and hosting the jam :)

Developer

oh yess about the movements my approach was to keep the player in a state of floating above the platform and have a little up and down motion I didn't get the results I wanted with it but I tried:) 

Wanted to finish the game, but sadly the big timer obscuring whatever is in front of me was too big of a turn off. The vibe is pretty interesting though. Good job submitting!

Developer

please try to play in full screen 

Submitted

There's nothing much I can say that hasn't been said by Mentel. The game is literally all text, and it's not even a visual novel to justify it. The writing is awful, since most of the sad memories are just your family dying while you were being a jerk, which really doesn't connect me with the spirit or the story whatsoever, since the only time I heard of the family is through floaty black boxes I should avoid(You could add some kind of backstory in order to connect the player with the protagonist more). I'd suggest getting some better assets from the asset store to make the player connect with the game more, since the current game feels more like a prototype rather than a fully fledged game with 10 levels. The font the game was going with feels out of place, mainly because  the game lacks meaningful graphics.

Submitted(+1)

Alright I have a few suggestions. Like always I try to give some tips for improving so a bucket list it is:

- Text during gameplay: I understand the want to include the story into the game, but the gameplay doesn't really support it. A big no no, you can see it with notes in games which I don't think most people read those.

- Bugs: So many bugs, playtesting is important above adding new features and just from the first session I encountered some problems with the player oscillating up and down when hitting obstacles as well as level 4 sending the player to level 2 for some reason.

- So much text o_o : I know it's ironic when it's coming from a guy who's two out of the last 3 games were narrative based ones, but you can definitively cut a lot of the text in the tutorials and replace that with sprites.  To make it easier to digest.

- Movement: It feels really slidy and the time it takes to gather some speed is really slow, making the acceleration faster and cutting the time would make for a more frantic experience.

- The balance: So you gain an enlightenment point per finishing the level, and you lose them per hitting one obstacle I don't think that is a great trade if you can lose points faster than you can gain them. I would understand something like failing the level loses you one point but hitting an obstacle seems to harsh.

- The collisions: a good practice is to provide clear telegraphing for everything. The boundaries in the level could have been either a fall or a wall but here you can't really tell how far you can go before the death collider gets you. Another thing would be to have a smaller collider for either the obstacles or have another small one for the player that only counts collisions because weaving is hard enough and adding a bit of grace zone to obstaclesis a common practice

And with all of that I still think it's a solid first entry. It's normal for the first game to have a bunch of issues but we learn and overcome :D

Developer

THANKS FOR YOUR SUGGESTION(S)

Developer

yess i understand the issues with the game that level 4 to level 2 is because i put the wrong level name some were but thank you i will try my best to work on those things 

Submitted(+1)

I really like the concept, but every single sad memory I got was just "x person died" and nothing else. Maybe I was just unlucky. Other than that, great job!