Nothing For Heaven by Xotsu
Starting with nothing you must climb your way up to the top. Be wary however you started with nothing and you must finish that way.
First game jam ever got a bit over ambitious with the concepts and features so started to have a made rush towards the end still had a lot of fun hope you enjoy. sorry for any bugs ELBI & Xotsu
Picking up angel statues reduces nothingness Killing enemies adds to nothingness Jump on top of enemies to kill them WASD or Arrow keys to move Spacebar to jump Hold for a larger jump
| Youtube | https://xotsu.itch.io/nothing-for-heaven |
| Youtube | https://elbi-codes.itch.io/nothing-for-heaven |
| Original URL | https://ldjam.com/events/ludum-dare/45/nothing-for-heaven-1 |
Ratings
| Overall | 990th | 2.905⭐ | 81🧑⚖️ |
| Fun | 974th | 2.718⭐ | 80🧑⚖️ |
| Innovation | 1079th | 2.295⭐ | 80🧑⚖️ |
| Theme | 978th | 2.658⭐ | 81🧑⚖️ |
| Graphics | 633th | 3.404⭐ | 80🧑⚖️ |
| Audio | 631th | 2.662⭐ | 76🧑⚖️ |
| Humor | 859th | 1.861⭐ | 63🧑⚖️ |
| Mood | 764th | 3.081⭐ | 76🧑⚖️ |
| Given | 152🗳️ | 118🗨️ |
Nice work! Congratulations :)
It wasn't super clear to me at first, that the statues give -1 nothingness, and killing the creatures give +1. Part of that is there was no visual or audio feedback, so when I would look up at the text at different times it would read differently, and I wasn't sure why. Maybe renaming it to "Lost souls", or something like that would have made it a bit more clear what was happening with out much extra work.
The other thing is that once I got up in to the cloud section, it was harder to tell where to go.
Over all, it is pretty good. I like the idea of having to be careful not to kill too many creatures, and if you do then you need to find another one of the statues. Cool game overall! Good job.
I'm not sure how well it tied into the theme, and I would have loved a longer music loop and some more sound effects (especially on collecting the statues) but such is the game jam life. GREAT job on your first jam!
i had some problems to reach over this block even if i am really slow.
But nice gameplay.

ELBI & Xostu
1. Put some time in between death and restart. A short respawn is good for perma-death games like this but the current one is *too* short. For one it is a little jarring but more importantly sometimes when I die I don't know how I died not really giving me an opportunity to improve and leaving me with the impression that the game is unfair. This compounds with:
2. Remove the leaps of faith. There are at least two instances in the game where you have to jump onto a platform you cannot see. The game does a decent enough job telling me that I have to jump I just don't know to where. It feels unfair when I die to these since I couldn't see what I was supposed to be doing. This is made worse by the quick restart time since I don't get to see where I was supposed to land or even what I hit, meaning I just keep making the same mistakes over and over. I think these would be best simply removed from the game, but fixing 1 or making failure non-lethal would help.
3. Jump on space down. Currently if the space bar is down while you are on a platform you will jump. This means that if you land while holding the space bar from the last jump you will jump again immediately. This causes a good deal of deaths especially because holding space seems to make my jumps larger. If you only triggered the jumps when the player presses the space while already on the ground, then I wouldn't be jumping accidentally. You might want to also make it so that space presses just before landing (a few milliseconds or so) trigger a jump upon landing to be a little more forgiving to players, but holding space while landing should probably not initiate a new jump.
4. Be a little more forgiving with platform edges. A good deal of platformers will actually let you jump a little bit after you leave the edge of a platform. This prevents the player from thinking that the game just ignored their jump if they were a tiny bit late. It should be short enough that most players don't even notice that it is the case, but long enough that the players almost never feel like they should have jumped but didn't. There were definitely a few times where I felt certain I had jumped while on the edge of the platform but I had really been too late. Giving this tiny bit of leeway makes the game feel fairer and helps the player feel they are in control.
Criticisms aside I think the idea of the game is really neat. I like the way that once I reach the end of the game the game completely changes, and now I have to avoid enemies and pickups. I couldn't beat the game (I managed to avoid killing enemies and all of the pickups but the first [I honestly don't know how to avoid it]), but I thought that twist where I had to rethink everything was pretty neat.
Need some balance, I keep dying in beggining. But overall is a good job.
I also felt that there was a hudge difference in difficulty between the undergroud part and the above-ground part (trying to avoid spoiling what above is ^^). I died like 30times on the first time and 0 time once past the red vines. I've seen people saying they like the music, i do to, but its loop felt a bit short for me :/ .
On the other end... Well it's still a neat short platformer. Enjoyable and I manage to finish it (whitout too much frustration ^^)
Nice entry
Also @u-tsang-clan has some really great feedback!
As quoted in the previous comments, there are a minor problems with the colliders. Nothing a little polishing will do. I didn't understand why I died when I took the statues. Congratulations again for the first jam and be the first of many.
This is our game: https://ldjam.com/events/ludum-dare/45/soundscapes
Overall, I think with some focus on balancing your game would be very fun, but I understand the time constraint and I think you did a great job for your first jam. Well done and good luck on future jams!
The music could have done with being a longer loop - it was cool, but repeated too quickly. Deffo if you work on this post dare, take some time on animation , the overall look / feel of the levels was pretty cool.
Music isnt bad. Any kind of feedback for player actions would profit the game greatly. But its pretty hard to do that in 3 days. Finally difficulty should be decreeased by giving spikes smaller colliders. I also dont like that I had to start from beginning couple of times. But in general a great entry, always do what you like doing!