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Umbral Interlude's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #64 | 4.125 | 4.125 |
Is the graphics 1 bit? | #66 | 4.875 | 4.875 |
Originality | #111 | 3.750 | 3.750 |
Overall | #161 | 3.500 | 3.500 |
Music | #226 | 2.875 | 2.875 |
Gameplay | #290 | 2.625 | 2.625 |
Art | #315 | 2.750 | 2.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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pacman + zelda?
I didn't think of it that way, you might be right haha. My main inspiration was cooking games like Overcooked and then I was planning to do a play on a light/dark world so that made me think of Spirited Away's spirit vs real world setting. So I combined the two which ultimately led to managing two different customer bases simultaneously. But the ghosts did end up looking a lot like pacman and the controls are very similar to zelda so I guess it did end up a bit similar to both too.
A cafe simulator kind of thing where you have to serve both earthly and ghastly customers. I really like this concept! I can imagine all sorts of fun things you could do with it.
I guess the spirits are based on no face from spirited away? If not, a happy coincidence! I liked the design!
You're absolutely right! Spirited Away was big inspiration for the game once I started thinking about doing a cooking/customer type game. Originally the plan was to have a bunch of very different spirits and only the first one would be the no-face style but as I was running out of time I decided to just change the masks instead.
Thanks for playing and I'm glad you liked the concept!
Honestly, if we simply ignore the bad part of the game (which roughly takes up 90%), this game really has some cool concept.
The concept of serving both humans and ghosts in the same shop is very cool. There should be more video games with this kind of themes but I cannot find any, so this is probably the first one 😲
Also, the concept of bad customers that will give a negative review no matter what you do and the best way to deal with them is shoo them away is also pretty cool. Really makes the game more alive.
I'm glad you liked the concept! I had a lot more planned for how the game would exactly play out but I ended up having to cut a lot of it so that's probably why the current gameplay fell flat for you.
Very confusing, mechanics felt more like a puzzle than a papa pizzeria sort gameplay.
I didn’t understand what my negative karma was, nor whether it was positive or negative. Real/ghost world was confusing as well, even with the tutorial.
I do feel like it could have been an interesting game, with some polishing.
Also, I do suggest making the player Collider2D only be his foot, it makes the movement feel a lot better.
Thanks for playing! Sorry for the confusion, threw the tutorial book together pretty quickly so I probably could have explained things a bit better. I like the idea about the Collider, I'll have to try that to see if it fixes some of the weirder collision issues too.
Don’t blame yourself, I completely understand it when you’re new at this. Keep on studying what works and what doesn’t, and explore what does. Doesn’t matter how hard it might sting, be your own judge at times, knowing people will play the game in their own way. I believe in your potential!
I like the "face control" mechanic. Never seen anything like that before.
However...
Thanks for playing! I'm glad you liked the face control set-up, I tried to make it work like a traditional 1-bit grid-based game where you interact with whatever you're facing.
Sorry about the size of the room! It is definitely way too big, a victim of being a little too ambitious on my part. Originally I was going to have a lot more for you to do in the game that would require running around a lot more so I made the room bigger. By the time I cut a lot of those features I didn't have time to go back and re-do the room. For the collisions, I actually set a lot of them to grid-based but I probably should have either fit the sprites to the box better or actually set sprite-based collisions instead.
I definitely understand the issues with the color scheme, I'm glad you appreciated the unique-ness regardless! I wanted to challenge myself by using two very opposite colors so that I could try to blend them together in a unique way. I don't think I necessarily pulled it off that well though, I have a couple ideas of how I could have made it less extreme.
I loved the graphics for the game they are unique and different from rest of the games, also the collisions in the game were super fun. The moment is smooth and honestly had great time!
Thanks! The color combination is definitely a bit polarizing but I was hoping it would give it a very unique look. I'm glad you liked the movement and it came across as smooth.
Actually a pretty interesting concept, managing two sets of customers with different needs, while keeping only the light spirits. Though it it doesn't have that much challenge or strategy as I just got into a pattern. Also, I wasn't that big of a fan of that color combination.
Thanks! I was worried I was going to make the game too chaotic and difficulty with managing the two states, but I definitely went to far the other direction because it turned out a lot easier than I expected. I'm not surprised on the color scheme, foolish that it may be I set out to use two opposite colors to see if I could make them work together. But it definitely makes for a less appealing color combination than if I went with something more traditional.