Thanks to everyone who played and rated Leviatron!
Take your time.
- Arrow keys
- WASD keys
- Controller joystick
- Up key
- W key
- Xbox A button
- Enter key
- Xbox B button
- Z key
- Shift key
- Back bumpers
- R or Start to restart
- Contains flashing lights
- Please don't walk off to the left in the first screen, you'll have to restart
Baku Level 27
Well presented game, and a pretty cool use of the theme! Nice boss fight.
...but it did drag on for a little long. I felt like I was just standing around shooting at a thing for an eternity, with no indication of whether I was doing progress or not, until I suddenly won.
I did really like that if you got killed by the boss, you could just reposition yourself to a safe spot after the rewind, as now you knew where it was going to jump up from. Felt like I could see through time!
Thanks for leaving feedback! I was trying to go for less UI this time around to make it more immersive, but I agree that having some kind of indicator for the boss's HP would have been useful. I probably could have done some kind of other animations or moves that would indicate lower health, but I didn't think about it at the time. Glad that you enjoyed the game though!
Kyon Level 8
Ok so, visually very nice, shooting that bow felt good. But idk, the rewinding still felt like dying and starting over at last checkpoint or something. Would love to see this as a bigger game though.
Tero Hannula Level 20
The rewind was one idea which I thought to use, but decided not, as I had already used it previously in GM48 (Half heart hero). It was nice take, and tried to implement epic boss battle, but it left being bit boring. But you had great try. Too bad you didn't have boss battle music. The bones were too easily to be hit, and die off. But nice game :) As Havik said, I liked that you had great field of view, especially in boss battle, and ability to target it to know where it is going. Did you use arrays or ds_list structure to record past seconds?
Thanks for playing and leaving feedback! I planned to add more attacks for the boss initially but didn't have time so the fight certainly is repetitive and boring toward the end. I'm still not quite sure what to think of the difficulty; some people have said it was too easy and some people had a tough time defeating the boss. I guess I should have put in difficulty modes.
As for the rewind mechanic, it uses a ds_list that holds a ds_map for each instance. The instances save all of their important variables to the map every frame, and the controller object can load them back into the instance in order to rewind.
Jonordona Level 2
This was a spectacular game. The effects and the feel when shooting an arrow were very enjoyable and the boss fight felt extremely right. One thing I specially liked was the "rewind" effect each time you died. I really didn't find anything wrong, only hoped the music of the first "level" continued in the boss fight.
Mohamed_DKD Level 2
although the art work and the atmosphere was gorgeous, the game didn't click with me, because the first level was way too easy and the second level (boss) was way way too hard! also it was kinda "guess work" to know where and when he attacks from and where to point to hit him which was frustrating especially since this is the second level (btw, i didn't beat the boss, so i don't know what happens after that). The rewind mechanic was very beautiful in terms of graphics, but i didn't feel that it helped the player (someone already mentioned the death loop or the moment where you are essential sent to the point right after you lost a huge chunk of your hp :( ) I really loved the artwork and I was hoping the levels would match with such high quality pixel art, but sadly it didn't (at least that is my personal opinion). But still a good game nontheless! Good job!
Thanks for leaving feedback! You definitely do have to guess where the boss is coming from, you can use the targeting to help with it but there's no way to avoid all of the attacks. There are only two levels in the game, so you didn't miss anything. I'm sorry that you couldn't find the game enjoyable. Based on other feedback it seems like people either really love it or don't like it at all, so I guess it's just a weird genre ¯_(ツ)_/¯
I love that the art style reminds me of Titan Souls. The game play is amazing and I could not stop until I defeated Leviatron. What I also liked was the first level giving a preview of the mechanics of how the game is played. Great Job!
PenguinCzar Level 2
Okay so this is amazing although my computer did arbitrarily decide your game was a virus (which it was not). But this game has everything (great sound fx, art, mechanics) except a noticeable flow of things. I kind of figured it would be a lil adventure game with like the slimes being first rate enemies, but it just felt a bit lacking. I spent a couple minutes trying to get past the second room only to realize it was the boss fight. The little orange slimes and the Leviatron don't really fit. Although reading through the feedback saying this feels more like a demo, then I agree. It is a fantastic demo! But still not formed enough to become a full game. I'm sure this is because you spent a lot of time on the other flawless aspects of it, and with a little more time I think it would be steam worthy, and honestly, I'd buy it. So tell me if you ever decide to roll with it, because I see great things in your future. Good Luck to you!
Thanks for leaving feedback! Sorry about the virus thing, that tends to happen to a lot of the gm48 games. I definitely agree that the world doesn't exactly fit together right now. It would be nice to be able to clean it up a bit and release as a full game but we most likely will not have the time to do it soon.
Cajoled Level 14
Very cool, polished game! I loved the look and feel of everything, especially the effects like when you hit something. The second level was a great boss fight, although it got a little grindey after a while. The rewind mechanic felt a little pointless, but as someone else mentioned, this seems more like a short demo than a game, so I'm sure the mechanic could easily be more fleshed out.
Thanks for playing and leaving feedback! I do agree that the boss fight is grindy. It probably would have been smart to program more interesting attacks in but I didn't really have enough time to. And the rewind mechanic was really only made to fit the theme, so it's true that it didn't have as much thought put into it as the right of the game.
havik Level 6
I really like more zoomed out games giving you a larger field of view, so I liked that from the start, even though I wondered why it was zoomed out (since 99% of people zoom their games in!). But then I got to the boss and it made sense. It was a nice contrast from the start to the end. I felt quite strong to begin with, but then the atmosphere changes and you're stuck on some desolate rocks fighting some skeletal beastie with no idea how/if you can actually beat it to start with. That was well done.
The small effects with the rewind were good, made it feel a bit magical. It also allowed me to try things out since there's no real risk - you can just try again.
I died quite a few times since to me, space is always jump, so when I was playing 'without thinking' I often hit space to jump and just ran into the bones lol. I also hit an infinite die/rewind loop, which was quite funny.
It was a pleasant surprise, I enjoyed it, good job!
Kwisarts Level 42
- Music felt rather hem... sketchy in the last room. I like the lightning sound effect though
- I think the line to represent your arrow is not a bad idea, but it didn't feel dynamic to me
- Not sure that "tracking back in time" is the best way to represent "no death state"although you're indeed prevented from reaching it. But it's basically a check point. At least it is somewhat innovative
- Speaking of which, design-wise I would have liked the time backtracking to make some kind of sense in that world. Like, the setting is a bit fantastic, making you wield a bow and arrow, fighting monsters, avoiding spikes, fighting a boney fish giant... But there is no quite relation to that power. I would have liked for it to have some kind of meaning (maybe it's a power he has idk). Makes me feel like death in assassin's creed but without the whole modern context see what I mean? :p
- The beginning is kind of hmmm classic?
- It took me a while to figure out what to do in the last room, as I expected I just needed to go forth like I did in the previous room.
- It's sometimes annoying to deal with the Leviatron ( I assume it's the leviatron) as even with target sometimes it's a bit weird to place yourself correctly to hit him
- A bit of lack of juice with your attacks or with the Leviatron. I would have liked to hear him roar and stuff!
Aside that though the game is pretty cool. The beginning at least sets you up with the mechanics. I really love how the last room works, with a boss right away (the first room could have just been empty exposition tbh and I would have liked it the same) and the fight had something epic. You really feel small and meaningless as you fight him yet, well, taking up the challenge! Also the lightning is super cool
Thanks for playing and leaving feedback Kwis!
- For the last room we initially planned to have some music but it we couldn't really put together anything fast enough so we chose to go with only sound effects in the end.
- The arrows were originally going to be projectiles until I realized the rewind system could not support instances that were created during the stored period of time so they had to be changed to hitscan.
- For the theme, the game was really just based around the "No Death State" and not the "It changes your form" part.
- Having the backtracking be related to the plot would have been nice but we didn't have a plot.
- Not sure what you mean about the beginning being classic?
- I agree that the purpose of the second room isn't clear, there was going to be a short boss introduction cutscene but we didn't have time to make it.
- For the Leviatron fight, I wanted it to be challenging but it really did end up being annoying mostly because I had a lot of trouble making a skeletal animation system to have it actually move around the map properly.
- I would have liked to have a roar sound effect, but we couldn't come up with one.
So yeah, I should probably go with a less ambitious idea for future jams based on how much we were not able to complete this time around lol.
Professor Stein Level 2
I really don't know where to begin! From the cute intro tutorial, to the lengthy and difficult fight with the leviatron, I loved every bit. It is not only a total joy to play, but downright inspirational to all of us devs. I really feel like you hit the nail on the head with the theme too. Definitely makes me think of prince of persia! The only critique i could think of is maybe a way to heal, but that would perhaps take away from the learning curve. I would love love love to see a full length game out of these mechanics. I would buy something like that in a heartbeat. I also liked how you made it atmospheric, it really made the immersion and suspense peak at points. A total pleasure to play!
SpaceMyFriend Level 15
This was a super game! First off the art is just beautiful. The rewind mechanic looks and feels awesome. The boss was also super cool looking! Although he wasn't very fun to fight, especially with the piles of bones all over the platforms. Made it kinda hard to get out of the way of his attack.
But seriously overall this was an awesome and very polished little experience!
Thanks for the feedback! I realize that the piles of bones on the pillars were kind of dumb. At first I had put them there to make sure the player activated the rewind mechanic at least once since the boss was initially easy to defeat. After making the boss harder I probably should have removed some of them but I wasn't thinking about them much during the jam.
Loates Level 9
Leviatron, while short and feeling more like a demo than a game, makes up for this lack of length with a lovely amount of polish and attention to detail. At first I was confused of why the bones and player seemed so small, however, when the main boss was shown, it became clear why. The difference in scale between the player and boss felt daunting, and really showed a challenge. Matching this scale, the player felt quite powerless, and was easily 'killed' in one shot by anything, but that is made up for by the power introduced. Furthermore, the immediate contrast between the first and second area is noticeable, and makes the boss seem like alot more of a challenge. With the first area being brighter and having easily defeatable enemies the size of the player, then the sudden shift to a much darker area, with bleaker colors and the addition of a heartbeat and lightning[which was clearly made by your mouth by the way :P], really does make the challenge so much more daunting. Not only this but the music, which is must more happier in the first area and gives a calming vibe, shifts in pitch and loudness in the second area once again re-inforcing this eerie and daunting atmosphere.
There is so much to say about this game and its excellence in design, the way it envokes emotions into it's player. In my opinion it really does mark a sign of progression since your last Entry, color jump. And shows how you have developed as a game developer.
There is little negative I can write about this game, its only issue being a bug in which you can get stuck in an infinite death loop, as seen in the following gif: https://dl.dropboxusercontent.com/s/6kgn4apw4fjo8ho/BOnB2rpXHK.mp4 However, this can easily be fixed by pressing the R button, and is difficult to achieve, meaning most normal players will easily avoid this.
There is much more I'd like to write, but I seem to be nearing the character limit, so on a final note, I congratulate you Yosi on this game, and am excited to see what you make in future.
Thank you for leaving feedback! I'm so glad that the transition between the areas worked well, we put a lot of time into it. We were really going for spectacle and immersion over actual gameplay this time, so I'm very happy to know that it had that effect! (Also, you're totally right about the lightning sound effect lol)
Boreality Level 4
The UI and graphics are incredibly smooth and nice to look at, and the smallness of the player vs the size of the leviatron is really good in building the atmosphere. The climbing and small health pool also do the same- make you feel small nearly powerless. But the really nice time backwards makes it feel possible; even though you are small and insignificant, you can keep coming back and kill the impossible.
The whole battle felt strangely akin to fishing, which I suppose is fitting. I love the atmosphere and humor at the end, with fitting, if simple, gameplay and lovely graphics. Great job!
chompdev Level 7
Hey Yosi and Eva! Just wanted to let you know that I really enjoyed Leviatron!
I was completely blown away by the quality, polish, and atmosphere in your game. Definitely let more people know about it on Twitter if you haven't yet. It's great!
The climbing and combat mechanics are really solid and fun, and I was genuinely spooked by that awesome Leviatron a few times. Very cool design! I also really like the time rewind system and think it suits this game perfectly. I gave the innovation, art, and gameplay a 10/10 rating because everything is really nicely done and works together perfectly.
Keep the community posted if you ever decide to keep working on this and make it into a bigger project. I'd definitely buy it!