Submission for Pixel Game Jam 2022 -- my first game jam!

 

Shadowolf: Escape through the Shadows
You're a werewolf escaping the Dark Magickers!
The only chance of escape is through the shadows.
Large trees provide shadows to hide until it's safe to move again.

Controls:
Left and Right Arrow Keys
Space to Jump

Dev Team:

  • Sonata Husky: Main Coder and Design Concept
  • bossbadguy: Coding, Design, Graphics & Sound, Creating New Bugs

Special thanks to NSW for assistance with tricky stuff.

Added note for the Pixel Game Jam: Game is completely custom made.
Font by Hewett Tsoi.

About the development and bugs:
This game was 100% thrown together by a couple guys in about 5 days.
The core game and mechanics function -- kind of!
And that was our goal. It feels good to have just made it happen.
Do beware though, the game is far from optimized.

Comments

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Help, wtf, I died, I hate it here-
[I love this game. Thaaanks!]

For your first jam, this was made really well.

I Enjoyed it, the game is fun, and it's a unique concept. But i have some small problems (1) The Artstyle is cool, but the animations are lacking in frames (2) the BGM is good, but can get repetitive (3) The concept is really well rounded, but the gameplay, is sadly, repetitive. But, other than that, it's great.

This is a really cool concept, very original and fun.

(+1)

Dig the art style and the kickin' BGM. One-hit kills are pretty brutal: most classic platformers had invincibility frames for a reason. Here I assume the idea is to keep the player from invincibility-framing their way through the whole level without using the core mechanic, but I think that could still be done with a simple hit counter, say 3 strikes and you're out. This has the advantage of giving the player more time to explore the level before they're out completely and have to restart, which keeps the game challenging, but it a more fun kind of loop.

I also feel like, if you ever revisit this, it might benefit from being HALF stealth. Make the player stick to the shadows 3/4 of the time, but then give them a temporary power up or mechanic to let them carve a path of destruction through the rest as a reward. Build up of tension and then release. All good stories work this way.

Neat start though. Hope you keep working on it.


Thanks so much!
This was my first try at something like this. I had more plans, but then it was crunch time to get the basic mechanics half functional, haha.
This is good feedback. Thanks for the tips. I'm just getting started, and so it's good to know what to look out for from experienced folks here. I may tinker more with this after the game jam rating is done. :)

I just saw a little of your game, haven't tried it out yet, but it looks fantastic. Probably gonna check it out this weekend.

Definitely encourage it, would love to see this developed more. And glad you get where I'm coming from: don't want to be too harsh, I know this was just a very quick thing for a jam. Think it has some potential if you decide to build it out more though.

And thanks! Let me know what you think.

I died at the second enemy. :c

I died at the first..