Diary of Sedah by azagaya
You have been sent by your people to contact the Kulka, a wizard responsible to maintain the balance of the world. For that, you will have to explore an underground temple, going deeper and deeper through its multiple levels.
Tools used:
- Engine: Godot
- Sampler: LMMS, Hydrogen
- Art: Aseprite
- Normal Maps: Laigter

Ratings
| Overall | 110th | 3.945⭐ | 66🧑⚖️ |
| Fun | 257th | 3.643⭐ | 65🧑⚖️ |
| Innovation | 333th | 3.437⭐ | 65🧑⚖️ |
| Theme | 265th | 3.867⭐ | 66🧑⚖️ |
| Graphics | 64th | 4.231⭐ | 67🧑⚖️ |
| Audio | 85th | 3.898⭐ | 66🧑⚖️ |
| Mood | 85th | 3.992⭐ | 66🧑⚖️ |
| Given | 34🗳️ | 55🗨️ |
@liammasters Tahnks! I was afraid that the music didn't fit. Yeah, the combat is a bit off. Looking forward to play yours!
@thiradil thanks a lot for playing! Yeah, the gameplay may be a bit boring.
@redspine thanks! Usually people complain about difficulty on my jam games, so this time I added a feature to skip so you could see the ending anyways.
The story was good enough to keep me interested in unlocking the next diary page.
Enemy animation where great! especially the "worm".
The combat system was Ok, but some feedback for the melee attack would be great.
Very cohesive look and feel, well done.
@madr thanks a lot!
@deeemo thanks! yeah, that was kind of the idea, that you strategically choose when to kill enemies.
@xeke-death Thanks! I put a lot of effort in art and music.
@sadsmile thanks a lot!
@fishmasterino Thanks! I'm glad you liked it
I would say the challenge was a bit low, I only died once because I couldn't find an exit in time. I think restoring all hearts when lighting a torch is too much, and perhaps shooting from the lantern should cost lantern energy.
Story and exposition was the icing on top, really well written and a nice twist at the end!
Yeah, challenge was low for me too, but I usually get complaints about the difficulty level (even some friends told me they ended up skipping levels).
The game ended there because it made no sense to make more levels without more variety, that's true. I'm not sure even if the last one should be there.
About the hearts restoration and shooting consuming light, those are great ideas! Ill note them down in case I decide to do a post jam version.
Im glad you liked the story! My first time writing something! Im glad you understood the twist!
<3 excellent game, just great. The first time we had combat I thought, oh this is so weak I don't think it even makes sense to use it, then you gave the logic and I was sold.
I think it could be deeper though, and there could be more added, like imagine being able to use the light for bursts of better vision, but it would deplete quicker, thus being both a benefit and a hinderence. This same technique could also keep certain enemies in the dark.
at the same time you could add a method that increases the light the more fuel you have left, thus making it more tempting if you're lower at health and also more risky because you already have less fuel.
I'd love to see a bigger release of this game, and some extra features would be awesome.
That all said, yup, just great. Amazing job :)
Thanks a lot!
It was super fun. Normally with game jam games the fun is sort of there, or decent, but this one had my friend fully engaged from start to finish. The only gripe that kept it from a solid 5/5 was that the whole game felt like it was building to some big, climactic moment at the end, and then it just wrapped up with a "you were tricked!" discovery. Would have loved a boss fight in the final room, even if it was a simple boss, before finding the body and learning we were tricked. The boss could have even been the animated body of the last person tricked to carry a lantern down to the bottom.
The game wasn't overly innovative, but not all games need to be. The lantern was fun but lighting torches isn't anything new. The combat itself was quite engaging, and my friend especially liked the idea of having to plant yourself stationary to shoot.
The use of the theme was solid, if a little on the nose. One of the comments from my friend was "I like how the use of the theme isn't just in the narrative of deeper and deeper into the temple but also going deeper and deeper into insanity."
The graphics were fantastic. The art looked amazing, the UI was clean, and the animations were beautiful. It was all we could have asked for and more.
The audio was also superb. A huge compliment from my friend (who is also a musician/singer). Also, he wanted to thank you for not making the starting audio offensively loud. Most jam/compo games have audio so loud it breaks your headphones to start, whereas your audio was at a reasonable volume. The music and sound effects were all spot on, with the only request being "I feel like the sound track could have had just a little more... something."
As for the mood, the game really did grip my friend. He was actively engaged the whole time, and was reading all the text in the diary entries instead of just skipping through them. He honestly wanted to see where the story was going and what was happening to the player. The cave itself, with the sound effects, music, the enemies, and the gomen, all built a terrific atmosphere. A few spelling mistakes here and there but it's a jam. I also appreciated the enemies' eyes being lit even outside of your light's range, and the world not being completely dark outside of your light's range, as often that happens and it makes the gameplay near impossible to play.
Again, final thoughts: this is something you should be very proud of. Easily the best game my friend and I have tried so far.
@jesterseraph wow thanks a lot for those kind words! It really means a lot to me, seriously!
@mrhassansan thanks! Im glad you liked the art and music! i put a lot of effort on those 48hs!
I enjoyed the art and animation and the torch mechanic. I wasn't able to figure out combat. I was right click and he would drop his torch to the ground, but it didnt seem to affect the bats at all. I might have been doing something wrong.
I think you could bring the audio volume up a tad as well. I was thinking when I started lighting the standing torches "It would be cool if you could hear it when you light the last one so you know the gate opened." And you could hear it, it was just pretty low.
Other than that seemed liked a solid entry.
Nice work!
Quizás se podría añadir algo que permita intuir el rango del ataque, como un círculo de luz.
Se me acaba de ocurrir un posible detalle, cuando el jugador muere dejar colocado un esqueleto como dando a entender que el personaje anterior murió en el intento y enviaron otro sacrificio. Tal vez con una capa de distinto color.
Genial el juego! Felicitaciones por otro proyecto completado! :D
The art and music is really good and the controls feel great.
The first few levels were maybe a bit boring but better that way around than be overwhelming with the controls.
This way it was nice and easy to learn the mechanics.
Great job overall.
I like how the mecanics are introduced gradually.
The graphics are nice and clear.
The audio is decent, though I'm not sure the music theme is the best fit for the atmosphere, reading the story itgave me more of a Dark Soul feeling. Speaking of the story it's pretty good, I like the ending twist :)
I think the long range attack is a bit overpowered, there was no reason for me to use the first one, I think it would have been nice if the long range attack were to drain power from the sacred light.
Maybe the game lacks some sort of incentive to explore outside of finding the torches, something like health power-up ?
Overall solid game, great job !
Yeah, long range attack and short range attack are not properly balanced. Most people actually suggested me to improve short range one instead of nerf the other. But I agree with you, it is too op. The idea was to add some other things to pick up, but I didn't have time. This was my first compo.
Thanks a lot for the feedback!