Shadows of the Golem
Shadows of the Golem is made for the 2024 Pirate Software Game Jam.
You play as a knight bound by a curse of the shadow that keeps him alive.
His only goal is to take down a golem left behind by an alchemist.
Use the inertia of the golems movement to platform up. The clouds indicate the direction of the movement.
P: Pause
A : Move Left
D : Move Right
W : Camera Up
S : Camera Down
T: Teleport
Space : Jump
Left Click or E : Attack
Right Click or Q : Attack Down
Controller Compatible:
Left stick or left direction pad: Move Left
Right Stick or Right direction pad : Move Right
Up Directionpad : Camera Up
Down Directionpad: Camera Down
A : Jump
B: Attack Down
X: Attack Forward
Y: teleport
GDD:
Tyo Moonfells Record:
deaths: 2
Time: 5:42
Feel free to post your best time in the comments!
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.6 out of 5 stars (18 total ratings) |
Author | TyoMoonfell |
Genre | Platformer |
Made with | Godot |
Tags | 2D, Atmospheric, Godot |
Download
Click download now to get access to the following files:
Development log
- DiscontinuationAug 21, 2024
- WeakpointVisual addedJul 29, 2024
- Teleportation glitch fixJul 28, 2024
Comments
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Gimme back my 40 mins, joke joke; Really awesome game.
I think this is a really neat concept. The artsyle is quite simple but still very functional. I did feel that the player's aircontrol was very loose for the precise kind of platforming that's needed to scale the golem and some kind of grapping hook or surfaces you can climb would really help this gameplay.
I understand the focus on getting the game functional but I feel like more attention could have been given to the GDD.
Thank you for playing! I have implemented a bit more air control for height in my current version. honestly it feels alot more clunky this way im not fully happy with it. a grappling hook is great idea but i need to figure out a way to add it so its not just an after thought and more of a full feature. something that it doesnt get lost to everything else. this would also require oneway collision blocks which im not really for as they imply some sort of depth to the blocks that you would be able to get around. There is alot im going to have to think of moving forward with this game. as for the GDD. It really should just be a tool to keep you on track and not scope creep. some people benefit from a well developed GDD and others do not. as it wasnt a grading criteria but a wicket to have done.
Finally was able to play your game, I liked it very much, but it was a little difficult for me. Great job and keep it up!!
Thank you for playing it! i plan on in the future reducing the difficulty with the death squares and make more available paths. this feels like what id want the middle of the game to play like. So i want to eventually add more and more little climbable golems that lead into way more difficult ones.
Just beat the game, very well done, I hit a very hard wall when I started encountering the red blocks, it felt like i was being unfairly treated with the instant death, maybe have it just hurt with a knockback maybe? And the dying needs to be much faster, like less than half a second between dying and respawning. I love the idea of traveling inside of a creature, maybe even be a metroidvania, much more like Bowser's Inside Story than Shadow of the Colossus, I think being able to grab the floor would be cool to stop the shaky platform movement, and more importantly, there's no way to tell how the movement is going to be, and having trajectory changing mid air is frustrating. so maybe have wind or something that somehow shows the way you're moving inside of the golem would be helpful. Also, maybe less red blocks, you could have had very sparse red blocks beginning in the 2nd area and get gradually more prominent as you go, I really liked the last part having to dodge the red blocks there, but the 2 areas before that were infuriating, there were too many blocks there, I wasn't even mad at accidentally falling out of the creature, that's my own fault, but when a hair on my head barely grazed a red block and I instantly died, that was upsetting. Again, not super sure what to do about that other than not be instant death OR use less of them. Great work!
Thank you for playing. To tell the trajectory use the clouds in front of the golem. I really do like the idea of holding on the golem to stop player movement. as for the red blocks I might add a new block that isn't an instant kill and have that do damage and replacing a lot of the interior with them. right now, the HP bar really gives you a second chance at doing the platform over again and would like to explore more mechanics that don't involve enemies you have to fight so it feels more of you and the golem.
Extremely cool concept, but the current execution goes against the number one thing that makes a good platformer - precise, predictable movement. Not to mention that many of the surfaces are slippery, even when the golem is standing still.
Also, while it very much makes sense to make certain jumps only possible at certain times to really take full advantage of the "moving platforms" concept, it wasn't very fun to have to wait 5-10 seconds between certain jumps because they require the golem's limbs to be at certain angles.
Again, I really love the concept and the vibes, so don't be too discouraged by all the criticism - I'd love to play a full version of this game, given the time it needs for more polish and better jumping mechanics. Hope you make it one day :)
Edit: Also, I'd recommend adding the ability to teleport while in the air, so you don't have to wait for the player to drop all the way to the ground before retrying.
Thank you very much for playing. Honestly, the criticism has been the best part of making this game. I've learned so much from the process and between friends and everyone before posting I got a lot this is great. I've made 1 other game for the previous jam and have been developing a passion project for the past 8 months. Getting feedback has been great and I fully would love to see this game go further. It was a huge scope for the deadline and I'm glad I got it done. As for the teleport so you don't have to wait I'll for sure think about it as a decent way to save yourself from your death count going up.
really cool idea, love shadow of the collossus vibes. i couldn't get very far, seems like i need to be able to jump higher. good job tho! keep making games!
Very creative!
I like the art!
This is gonna be a "No" from me.
The concept is "yes."
I think this is an interesting take on something like Jump King or Only Up, so, like, honestly. "Yes." This becomes more "Yes" the more I think about it. I mean.
This is a prototype - an inspiring prototype
This is jank in all the right ways, and a concept that could be serious.
10/10 - never change.
2D Shadow of the Collosus!
Amazing game! I love the concept. Great job man!
thank you!
nice
Thank you!
Bro I hate this jump, your game already is jank enough. The "body" stage was fun tho
1 try, skill issue bozo
thank you the body stage was fun to make as its the middle stage of the creature I wanted it to be more of a transition from the easier jumps to the harder jumps and falls.
I think you really got the sense of scale done well, it does feel like you're up against this looming giant of a monster.
The character felt a little hard to control, like I wasn't quite as agile as I wanted to be.
The moving platforms as the golem is walking is a great idea, but it did make me feel a little out of control.
Also I'd probably move the health bars to the top because they're the same width as the platforms and they can block your view of where you're standing.
But overall it was fun :)
thank you for the feedback I really appreciate it. I'm not sure where to put the boss health bar as up can be awkward for the falling parts of the game. that's mostly why I added the adjustable camera.
I agree, I think it was great but those healthbars blocked me from seeing the platforms below. Feel a few times cuz I wasn' t sure where they was at.
This game fucken rocks
Thank you!
Ez game. Beat in one sitting. [It's very fun :)]
There was only slight motion sickness due to clouds for me, but was able to get past that at some point. The ending is diabolical if you aren't patient, but that applies to most other sections.
Really interesting idea but it feels a bit janky.
Thank you. What parts feel janky to you so I can fix them in the future
Really interesting concept, pretty well implemented though had me feeling a little travel sick at times. I like the physics of the moving parts though and I think it really adds an element of interest, though it can be quite hard to determine what way the alchemist is moving at times. Nice job, and congrats on the jam!
Thank you for play it! I placed the clouds on a top parallax layer to show which way the golem is moving. I may have to add another indicator in the future. As for the travel sick I'm going to have to think on a way to prevent this as you cannot be the only person who had this feeling.
Love the game, I like the feeling of taking down giant monster as the underdog. I think this game would be perfect if we have a tool that can help us dictate our own pace somewhat instead of purely waiting for the giant to move at all time.
Thank you. I tried to put in multiple paths to allow you to go at you own pace but there definitely is parts that require waiting. I am very open to ideas for tools to help the player not have to wait.