Gameplay
Control a team of five explorers as they escape from a burning temple! Platform and puzzle through 5 levels to escape. Time is of the essence, sacrifices must be made and someone must be left behind. Each team member has their own abilities
Red - Can push red blocks
Blue - Can sink in water
Green - Can phase through green walls
Yellow - Can wall jump
Purple - Can hold down the large switches
You've got three minutes to escape each level otherwise you'll be caught in the flame.
Arrow Keys - Move
Z - Jump
X - Switch character
C - Move character back to the start position
F1 - Restart the game
F - Switch Fullscreen/Windowed
Programming - Liam
Level Design - Liam
Character Art and Background - Bevan
Environment Art and UI - Christie
Music and Sound - Liam
BUG LIST On a few levels, the 'return to checkpoint' doesn't work on the yellow character.
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Lv. 10
The aesthetic and sounds of this game are very cool, but the gameplay is a bit frustrating... If the camera could focus on the entire stage, instead of each character a time, this could lead to an interesting artistic style and the player would have at their disposal a better vision of what is happening, what is very important on a puzzle game. Despite it, that was a solid entry, great job!
SubmittedThe Tears of Lorem
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Lv. 7
Fun game, really got me challenged. Controls were a bit confusing at first. Graphics looked good, although it was sometimes unclear which gate was going to be unlocked. With a simple checkpoint system it would have been more fun though to keep playing. Overal great game,
SubmittedWhere are my piggies
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Lv. 13
Lovely graphics, interesting game! I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :) https://youtu.be/j63-vhZNW1o
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Lv. 2
Nice pixel art and bg music. I like that the level design incorporated the different character skills . I think it could have been pushed further using the same mechanics. An intro level forcing the player to use each skill would help and later let players switch between characters.
SubmittedPiggy Bank Blaster
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Lv. 37
This take on the theme was risky, because having to design levels around it must've been really hard, you pulled it off really well though, not perfectly, but really damn well.
I love how you managed to give each character a different ability and how you designed the levels for every single combination of those abilities, that's probably the best part about this game. Along with the stunning art, and sound of course.
I feel like in a game like this one the level design is everything, and since you did everything else really well I'll just tell you the little things I noticed that could've been better. For example it's not always obvious what pink button does what, and in some cases differently colored characters can get into a button that should be color specific, most of the time is with a misplaced red block. But all those little things aside your game was really enjoyable and I liked it a lot.
SubmittedShelfless
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Lv. 4
Very nice! My only complaints were that I kept forgetting what each dude could do. Maybe there could be some text at the top reminding you when you switch to a dude? Maybe not everyone had this problem and I just have an awful memory, but combined with the time limit, it was even harder to memorize them. I struggled a bit with the wall jumping, but otherwise the controls were solid. Music was okay, it wasn't distracting, but I felt that a faster song would have suited the game more. You matched the theme very well and the game looks great. Very nice pixel art with a good compromise between simplicity and just lookin' nice!
But yeah, cool game! Kinda reminded me of the Lost Vikings.
SubmittedMONOLITH
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Lv. 38
Very nice game! It's pretty impressive how the levels are designed so that you can get through the game with any combination of people (I assume so, at least). However, I feel like it needs to be a bit more clear what all the buttons do. Most of the time I was just standing on them because I assumed that's what I was supposed to do.
The visuals are really nice. I like the background a lot. The jump sound gets annoying, but other than that the sound is great.
SubmittedSeven Sacrifices
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Lv. 2
Great game, my only complaint is that when I lost at level 3 I had to start over from the beginning of all.
SubmittedShape Escape
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Lv. 1
Good sound, music, graphics, okay controls (maybe allow people to change the button layout). I'm not going to repeat what others said but I will say this much, something that really frustrated me. I feel like if I can make it to the end of a level with all 5 characters, I should be able to leave with all 5, right? If you don't want people to be able to do that, adjust the level design in such a way that you are always forced to leave someone behind. Yes, I know that's easier said than done but it really makes a huge difference between an okay game and a great one.
In the end I have to admire your ambition and even with everything I said above it's still one of the best games I've played so far from this game jam.
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Patron
This is a nice concept that is executed very well - although it can get a bit confusing because there is no clear indication of what door a button opens when pressed.
SubmittedCRUNGUS 2: Sons of CRUNGUS
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Lv. 2
Overall this game was a very nice experience :) Definitely one of the most aesthetically pleasing games I've played so far. Very good use of theme. Each level I (as the (player) felt like I had made a real sacrifice that affected how I played.
One thing I will say is that the switches (with the exception of the purple ones) seem to do nothing when you initially hit them. I assume they're important, but I have no idea how they're affecting the world. Even just a small camera pan the first time a switch is hit would've made this issue much more bearable.
Congrats to your team and thank you for making such a cool game!
SubmittedLight - A Game about Sacrifice
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Patron
Art and sound are good (except for that annoyingly loud jump sound), the idea is cool and fits the theme well, but the level design was a letdown.
First, redguy is kinda useless, most of the time you can do everything with him without pushing blocks. In level one I forgot greenguy behind and didn't realise he was behind a door that I just closed. Level 2 I had NO IDEA what the switches did. It feels like everybody could have gone through the level apart from the last door. The rest was kinda random, you never really know what gets open, there's never any real intention in our action.
Of course having to design levels for every combination is not an easy task, but it feels like having a better view of the levels could have helped a lot. Or at least making smaller zones where powers are needed.
Oh and for purpleguy, maybe just make him jump less high instead of cutting his speed so much :(
SubmittedThanks for your Sacrifice
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My Girlfriend made this game so I think its amazing
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Lv. 7
Really nice game, reminds me of a game called HUE where you use colours to solve puzzles :) Would be nice to see a mini map or something... unless that makes it too easy, it's a good test of memory and if you are really lazy minded like me, just use pen and paper to remember stuff...
This could turn into a full blown adventure story!
Excellent game! and works really well to the theme!!
SubmittedSacrifice - The Giving
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Lv. 4
Nice game however I had the yellow character stuck at the bottom of the very first hole and couldn't teleport him back to the start. I thought it was a bug but after reading through the posts I can see this character has different mechanics to the others. I'm unsure if this is a good or bad thing it will probably depend on the player and if they like to know the controls or want to discover them. If a character was to collect that ability might make more sense as to why it is different from the others.
SubmittedSave The Crew
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Dang, I was able to get through the first level without having to use the yellow guys wall jump! Didn't even know that was a thing till I read these comments. Also, if you have a guy against the wall and red pushes his block into them they get stuck and can't jump or teleport.
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Lv. 5
Smooth like butter. The art was top-notch, the music was great, and the sfx did a good job of getting their point across. It may have been nice to have a differing wall jump sound if only because the jump sound gets kind of annoying when you spam wall jumps. Fun puzzle idea with solid level design to back it up. It's an overall really strong game. It's odd that Yellow's ability doesn't correlate with a color, maybe consider yellow ladders instead of wall jumping (though wall jumping is more fun). Also, I thought the tutorial was the first level until I completed it.
SubmittedChaos Conquest
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Lv. 5
The graphics are amazing! Also, the music is really well done. The overall feel of this game (as a platformer) is great as well. The concept is cool. It took me a while to figure out the whole leaving people behind deal (that could've been fleshed out better from the start). Also, I hate the yellow guy. He feels clunky, the wall jump is incredibly difficult to pull off, and I was stumped on the first level because I didn't know what he did. Also, I had no idea what some of the switches opened. The level design is strong as well btw.
SubmittedBlood Crucible
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Lv. 9
You've pretty much hit the nail on the head with the Yellow Guy, My development Bugbear :( I had to work over the weekend and while I know I can program wall jumps better than this I had to do a pretty shoddy fix to make his work
There's going to be a post-jam version, probably without leaving the players behind (It makes for more interesting puzzles) so hopefully you can look forward to some fixes in that version!
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Lv. 1
Really great game. I think its really interesting but there's not much of a tutorial other than the controls menu which is kind of confusing because it looks like you can use all of the arrow keys but you use z to jump. Also the wall jump is a kinda clunk. Other than that you have a solid game.
SubmittedBlood Crucible
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Lv. 9
I feel like "Yellow Guy is Clunk" is gonna pop up in the feedback a bit :P But you'd all be right and in retrospect cutting corners on the tutorial is going to cost me. Hopefully you'll get even more enjoyment from the post-jam version :D
And thanks for the feedback!
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