Zealot by walnoot
A voice in your head is mumbling orders. You obey without question.
Zealot is a moody platformer where you have to do dark things in order to progress. The focus is on tight controls, skilled platforming and a grim atmosphere.



Ratings
| Overall | 196th | 3.526⭐ | 21🧑⚖️ |
| Fun | 61th | 3.789⭐ | 21🧑⚖️ |
| Innovation | 320th | 3⭐ | 21🧑⚖️ |
| Theme | 190th | 3.632⭐ | 21🧑⚖️ |
| Graphics | 137th | 3.711⭐ | 21🧑⚖️ |
| Audio | 283th | 2.868⭐ | 21🧑⚖️ |
| Mood | 137th | 3.471⭐ | 19🧑⚖️ |
| Given | 19🗳️ | 0🗨️ |
Graphics are cute, a lot of work for a compo !
Great job !
Unfortunately for me it was a bit broken. First of all - it was laggy as hell. Sure 2010 macbook is not the most powerful gaming platform, but the game was pretty simple. So I suspect the main issue was in number of colliders active in scene. Maybe splitting them into groups and disabling the colliders based on player vicinity.
Then, with FPS being low, the jump was barely controllable. And in many puzzles jump precision is key, so I couldn't really enjoy the game.
And sword for some reason didn't work for me.
Other than this the game is fine. Puzzles are interesting. And while the game is tough, checkpoints are generous.
I noticed after the compo was over that the jump physics are framerate dependent, so if anyone's experiencing issues while the game is laggy, try the above advice.
Overall, a great game. I would play a longer version of this.
I'm not sure if the player is supposed to jump higher than ~the players height, but I didn't see any way to get past the second jump. That said, the art and the sfx are pretty good, and combined with the really tight controls, made this seem very promising!
Sound effects added to the game, although there were definitely certain places where more would have helped (e.g. attack/kill enemy effect). Obviously Compo is tight for time, and the game otherwise seems to be scoped really well.
Nice entry!
I like the appearance and the sound effects - and i liked how well done the mechanics were - especially the wall-jump which felt very responsive (a lot of other games this jam i have noticed have tricky wall jumps that dont respond well). I really liked the way you managed to add an item-related checkpoint system too, and how it also triggered other game elements, its nice to see that inter-linking in a short timescale game.
I think some BGM wouldve helped a lot with breaking up replays of the same segment, but this is tough to do in the timeframe. Also some of the hitboxes for enemies and obstacles were a bit tricky to predict (e.g. I felt hitting the spike traps from the side sometimes felt like they had a bigger hitbox than the sprite itself, but that could just be me!)
well done and good luck in ratings!
The graphics look pretty nice and considering you made everything (coding included) in 48h, that's a really great!
As for the gameplay, I didn't experience any problem or real bug and had no performance problem (I played on windows 10 / FireFox 64.0 64bit). The only little thing I had, was some collision bug where I would pass through the walls and hit the spikes.
Using sacrificed lambs / altars as checkpoints was an unexpected but fun feature, it real adds to the atmosphere of the game.
The wall jump are a bit tough to master at first but your level design is really well adjusted and it works well.
The falling platforms were triggered a bit too quickly / easily but in so little time it's hard to playtest and tweak your game.
It's a bit sad there was no music, a little creepy loop would have made the deal there, but the sfx are correct.
Anyway, great job! :)