Soul's Path by LDJam user 259831
Description
Soul's path is a platformer game that follows Sol the shadow fox who was cursed and imprisoned in a cave eternally. To escape the cave, the shadow fox must harvest the souls of the spirit birds by killing them. In each level, Sol is challenged to jump from rock to rock to hunt for spirit fire. When enough spirit fire is harvested, the lantern will light up his way to the next level.
But watch out, along the path there are dangerous vines and poisonous water. Failing to connect with a rock also kills Sol as he is a shadow that only survives in the dark.
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Controls:
- WASD to move
- Right click to aim for landing spot
- Left click to jump/slash
Hints:
(SPOILERS ALERT!!!)
! Your slash can do more than killing birds
Software used
Unity/Procreate/Photoshop/Ableton Live
Note:
- Please play on full screen for maximum playability. Click on the button on the bottom right of the window to enlarge to full screen.
| Original URL | https://ldjam.com/events/ludum-dare/52/souls-path |
Ratings
| Given | 0🗳️ | 0🗨️ |
Gameplay: Interesting idea. Gives some nice mechanics. It's also relatively varied.
Sadly, there've been some small things that bothered me:
- It took me a while to get the correct entrance to the third level (where you have to go down). I was not paying attention to the clouds, and they are gone once you collected enough souls.
- Travelling to the right side of the screen, I started to glitch around. This happened in other locations too.
- Fourth level I got stuck again, as the right rock did fall over, so I was unable to reach it from the right side. I noticed you can reset them by pressing R, and I finally made it after a few attempts. Don't know if this is intentional.
- Sometimes the fox gets stuck, which is often fixed by crawling backward a bit and retrying.
These are all small things. Unfortunately, they added up and caused enough frustration to break the otherwise wonderful experience.
All in all, it's still an extraordinary game. I'm glad I found it and was able to play it.
The mood I feel is the best part of it, stuff fits really well together and creates an impression of a complete game world.
I liked that it had a rather chill difficulty and didn't take a long time to play through. What was mostly slowing me down was not knowing what would kill me and what wouldn't. There were areas of different color that didn't look dangerous but killed me anyway. On one screen there seemed to be multiple paths to advance, or at least I couldn't tell which was the correct one. I picked one and it just killed me, which felt a little unfair.
I also got stuck sometimes like @cobaltjt. It happened when I stopped at a sharp turn and tried to start moving again.
Controls for left-right were challenging for me. I made if through the levels without moving vines ok, but as soon as there were timing puzzles I could hardly play the game. Unless you are trying to make a "hard to control" game, I might try to come up with a more intuitive scheme. Also, I just always held the right mouse button down. Maybe you could simplify it by always showing the jump cursor and removing the right mouse button control.
I really wanted to touch the lanterns and died on many level forgetting that I didn't need to do that. Lolz.
Overall amazing game with a great mood.
Well done
I really like the art in this one. And the music! strongest assets here.
I had issues with things being off the edge of the screen when I tried playing fullscreen (1920x1200). Specifically the text on the second screen, and perhaps some exits. I managed to get by playing in windowed mode but I still had to edit the html to see the whole thing. The exit on the third screen was a bit unclear.
There is a near pixel perfect jump on the scrolling level that was a bit frustrating, since the screen is moving its not so easy to line up correctly.
My biggest issue was probably with the movement, I was constantly going the wrong way when underneath the rocks as the controls feel inverted.
Only real complaint was the auto scroller, the swinging platforms weren't coming on screen fast enough and so I messed up there 3 different times not knowing there was another swinging platform after. So I'd wait on the swinging platform and then because the platform doesn't swing back enough, I'd end up not making the jump.
It'd be nice if the swinging platforms swung were more consistent, or if there was some way to like press a button and kick the platform to make it swing more while on it, which in itself could be a feature used in other ways like using it to press buttons in maybe a full version with more complex puzzles.
I think removing the "auto" part of the auto scroller would have been ideal, show the threat of the vines coming, but then unlock the camera so that it follows the player, that way the player can progress as fast as they want, You could probably even rubber band the speed of the vines to keep up with the player so they can't get too far ahead, just don't punish the player for mastering the mechanics and going too fast by preventing them from seeing the next platform.
I'm nitpicking though so don't take it too hard, it was a good game, just my thoughts.
The basic movement feels good as well, if you're used to the upside/down flip. And also use the right-button measuring 'device' to make the max jump distance bearable. (It's not immediately obvious that's what it is. I think it would maybe have been better as either a permanent thing or something that shows up if left is pressed longer (slash only on release).)
However, I don't think the timed sequences work very well for me. (That's also because it's Friday evening and I lack the patience for it.) Movement before that point could be deliberate and thought out. (I also had softlocked before that, but by reading the comments it seems I could press R to reset the room and that worked.) I made it up to the chase sequence, and out of the first 'screen' of that room, but after that I just gave up (for now, might return later to see if I have recharged).
I also kept thinking that, since when the clouds disappear you're just left with the screen edges, there'd be branching paths in the areas where there weren't any clouds to begin with. But that's just death. I don't think anyone (else) would have much trouble with that though.
Despite the above, I still mostly enjoyed my time with this! :slight_smile: (Also there can never be enough games about foxes.)
- The click mechanic to jump was a bit janky for me, as I kept "evaporating" at the ledges, even though I feel like I could have progressed. I don't know if this is a bug or a difficulty thing but I think if its the latter, then it makes the platforming process frustrating and makes me want to give up,
- The music is great, graphics are nice, tutorial is appreciated!
I died a lot because i was just out of range for a dash, the dash distance may need some feedback,
Great entry ! Really cool !
That's a cool movement system where you can left click to dash in the current direction, or use the aiming system to dash in any direction from your current position. I think that works really well here and gives you lots of options for interesting level design and more elusive enemies, if you decide to expand this game later. Excellent work, you guys!