Play pilgrimage
Project OrShadow's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #17 | 3.000 | 3.000 |
| Sensory | #19 | 3.091 | 3.091 |
| Overall | #25 | 2.432 | 2.432 |
| Execution | #27 | 2.273 | 2.273 |
| Metroidvania | #34 | 1.364 | 1.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Game Maker Studio Desktop
Team/Developer
FunLookingGames / Voyager
Comments on the jam
Thanks for the opportunity and God bless! :)
Reference info
@funlookinggames on all socials. Voyager: https://www.youtube.com/@VoyagerMusic
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Comments
This entry seems very unfinished so I won't really talk about the content. I will however praise the animations, especially the dodge roll and the drinking, but they're all top notch. The music was great too. It all feels heavy and somber, which is a good atmosphere. Parrying was interesting but it was lacking some feedback like particles and SFX.
My biggest issue by far were the controls. Keys were not localized, which means I couldn't play the game until I temporarily changed the layout of my keyboard from AZERTY to QWERTY, so attacking became W instead of Z. But even then, having all those keys in a row (+ Shift and Control) felt very hard to juggle. The combat was slow enough I could stop, look down on my keyboard to move my fingers to parry and then move back to attack, but there's no way I could chain attack, parry and dodge like in a Dark Souls game or Blasphemous. I feel like having gamepad support would go a really long way to improve the feel of the game.
Still, it's a solid base to build a game on top ;)
That's very nice and sincere feedback! To be honest I never thought having to remap your keyboard would be an issue. It's a good thing to know! :D
Echoing others, the animations look great, real solid foundation for more, now you just need to figure out how make it happen. I think the one thing I have to add is that the hit react didn’t feel separate enough from the windup so I just mashed attack then dodged until complete. Also, try having the enemy track the player every second instead of every frame; the overhead one would flip back and forth each frame since it could actually get to the player. Obviously real path is ideal but picking a movement direction and going that way for a second would prevent that. Lastly, I love the smear frames on the parry, would have rad to add some sparks to really “celebrate” a success.
Thanks a lot! Yeah I was thinking on how I would make top platform enemy be less frantic about trying to reach the player's X position. I thought on adding a timer, I thought on just making it stop when the X position is close enough. But I just ran out of time.
Pretty solid for what it was. The animations were nice. Really liked the detail for drinking the potion. The music was good too.
Felt like there were too many keys. Maybe that was because they were in a row. Maybe it was because I prefer using a controller.
Still, solid for what it was.
Thank you so much for playing and for the feedback!!
That's certainly a dude doing dude stuff if I've ever seen one.
The art is gorgeous, there's very little to see here, but it's pleasant, so thanks for sharing with the class x)
Oh yeah music is nice too, I left the game running while writing this to listen to both of them.
I missed some impact on the parrying honestly, I've always seen parries as the epicest thing in the world, so I thought it lacked a little bit of KABLAM! when the blades clashed you know? Right now the skeleton kinda just gets a little sad that I blocked him, I can't even see his sword clashing onto my dude's one.
Also, multiple key configs! That's a plus if I've ever saw one! Always appreciate having options. Something I kinda learned playing another game earlier on this jam is that clamping buttons on 2x2 squares is actually quite comfy, so next time instead of ZXCV and JKLÇ maaybe try ZXAS and JKUI? (the former would clash with WASD but you could make that a toggle maybe?). Anyway, that's just personal preference stuff, it's not that relevant x)
That actually felt very good for a single room, usually I struggle to come up with any commentary at all when that's the case lol
Thank you for duding or dudetting in the game! And for the feedback!
The animation is so good especially the 3 combo attack. The mechanics are all there, from 3 combo attack, heal, parry, dodge, etc; they are nicely done. Overall, this is an amazing prototype.
Oh my God!!! Thank you so much!! You really made my day!
The combat feels nice and i like the sounds, the enemies feel like they have a bit to much hp though. And i dont know if im missing something but i cant get out of the first room/Area.
Yeah that's the demo. I know, very short.
Congratulations on the game! The dodging and sword fighting is very satisfying. I also like that you have a healing potion that never runs out. Enjoyed playing through.
Thank you so much! And I'm glad you enjoyed it!!
The combat feels nice, the whole game is polished well. The controls however are a bit confusing at first until you get used to them but that adds a sense of uniqueness! Well done on the jam :)
Thank you so much on the honest feedback!!
Yessss, just a dude doing dude stuff. I love the backflip dodge. I do wish the attack and parry button were next to eachother; my brain likes that more. I keep getting dude-wrecked by the first guy. :')
You gotta dude wreck-em, dude! Thank you so much for playing and feedback!