Poe's Woe by Carlos Murillo

[raw]
made by Carlos Murillo for Ludum Dare 54 (JAM)

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What’s worse than being rejected from the doors of your favourite nightclub? Being dead and trying to get in! Heaven’s for exclusive members only, and unless you find a way in (or out…), you’re stuck roaming the spirit realm forever.

Help Poe explore the spirit realm as you avoid ethereal perils and gather spiritual abilities to venture further in the maze.

Controls

WASD - Move

Space - Jump, Continue Talk

E - Talk, Pickup

F - Turn on Flashlight (once unlocked)

LShift - Dash (once unlocked)

Credits

Cave Tileset - https://quintino-pixels.itch.io/deep-cave-tileset

Aboveground Tileset - https://szadiart.itch.io/platformer-fantasy-set1

Music - Carlos, Julian

Art - Isaiah, Helen

Programming - Carlos, Julian

Shaders and Particles - Haley

heaven_ending.gif

gaeijo.png

Ratings

Overall 980th 3.063⭐ 26🧑‍⚖️
Fun 990th 2.833⭐ 26🧑‍⚖️
Innovation 1114th 2.229⭐ 26🧑‍⚖️
Theme 1116th 2.25⭐ 24🧑‍⚖️
Audio 433th 3.409⭐ 24🧑‍⚖️
Humor 540th 2.947⭐ 21🧑‍⚖️
Mood 700th 3.375⭐ 22🧑‍⚖️
Given 14🗳️ 23🗨️

Feedback

🎤 Carlos Murillo
02. Oct 2023 · 21:59 UTC
Note: Ludum Dare embed doesn’t work for now, try the game by downloading the .zip or going to our itch.io page!

Hope you enjoy our game!

Edit: Fixed. Hope you enjoy!
Johnsensei
03. Oct 2023 · 12:46 UTC
Whoa, a pretty elaborate platformer for a game jam. Good job. I got the dash powerup, but I couldn't get the dash working. The left shift key, right? I don't know if playing the web version on a Mac has anything to do with it, but I don't see why it should.
yrlshchk
03. Oct 2023 · 13:05 UTC
This is one of the best games I've played so far on this jam. Easy to figure out, pleasant graphics, nice music and even a story. Thanks for the game
Dan Burns
03. Oct 2023 · 22:13 UTC
I mean, amazing job!
Don Fouts
04. Oct 2023 · 01:40 UTC
Nice work, I thought this was fun to play! The graphics were nice and the inclusion of a story for the jam is always impressive to see. Overall I think this was a good entry.
penguindustin
04. Oct 2023 · 07:47 UTC
Really surprised at how big the word was! I like that you had to learn to use the powerups to get out after you get them. Didn't like the leap of faith before the last powerup, it felt cheap to put lava there without the player knowing. Some of the jumps you had to be pretty precise with your double jump to get up on. If the jump was a little faster or more easier to be consistent it would be less of an issue. I got stuck on a animation loop which i think might have been another end game screen?
3mpty
04. Oct 2023 · 07:48 UTC
Some nice environmental design even if the assets aren't produced by your team, the lighting transitions and visual design of the levels themselves was pretty pleasing.

In terms of platforming there are a few annoying close to pixel perfect jumps I'm not a fan of, and a few places where it's not clear you can make a jump until you try it, or you bonk your head doing a jump. All of these feel clunky and should be avoided in a platformer.

The character controller is a bit weird. I noticed a few weird issues where I would lose all speed while walking occasionally, and the character collider being a capsule makes corner collisions while platforming unwieldy. The actual accel/decel/handling of the character feels good, it's just some weirdness with collision that hurts it.

Another thing is the character animations feel very off? The timing of the animations doesn't really line up with the gamestate properly, for instance the jump and landing animations are much longer than it feels like they should be.

Overall a decent little metroidvania platformer, I think most of my criticisms are easily fixed by iteration so that's my main tip! Iterate iterate iterate! Play the game and make tweaks! Congratulations on finishing your game! Great job!
H3L3N
04. Oct 2023 · 17:42 UTC
Great to hear user feedback! thanks guys, keep it coming!
🎤 Carlos Murillo
05. Oct 2023 · 03:18 UTC
@penguindustin @3mpty thanks guys for the feedback! The last jump was definitely something I was thinking about during the jam. I was my first time designing a platformer and I was trying to think of ways to be more creative with the level design and integrate the powerups more. The tell was supposed to be the part where you climb up before, the leap of faith you can see to the right... but I realize that's a really lazy tell... I should have instead either zoomed out the camera, put the jump higher, or just not have that jump there at all; it's my biggest regret post-jam. I'll keep in mind about pixel perfect jumps and unclear jumps, and I'll try to be more thoughtful with level design moving forward.

All of these criticisms are great, we will try to iterate to fix them.
bucharlardy
05. Oct 2023 · 07:53 UTC
令人惊讶的完成度,美术也让人非常喜欢
fusionnist
06. Oct 2023 · 16:26 UTC
Nice entry, good work!
ping78
07. Oct 2023 · 02:33 UTC
Cool game, great atmosphere. Good job!