EMBEJEAL by neowhoru
EMBEJEAL is a platformer where you can not delay the inevitable : your life.
Your healthbar loose constantly health - you can collect hearts to increase health.
HEARTS give you 4 healthpoint.
However - there are some actions which multiply the loose of health (like climbing). Also every jump takes some of your health too.
Oh and you can shoot daggers but this costs you also 1 HP.
So be careful how you moove. The idea came from my 10 year old son (also the ideas for enemies and characters).
All Assets are made by myself.

| Link | https://github.com/neowhoru/LD50 |
| Link | https://nerdvision.itch.io/embejeal |
| Link | https://nerdvision.itch.io/embejeal |
| Original URL | https://ldjam.com/events/ludum-dare/50/embejeal |
Ratings
| Overall | 403th | 3.276⭐ | 31🧑⚖️ |
| Fun | 462th | 2.966⭐ | 31🧑⚖️ |
| Innovation | 527th | 2.707⭐ | 31🧑⚖️ |
| Theme | 435th | 3.362⭐ | 31🧑⚖️ |
| Graphics | 236th | 3.621⭐ | 31🧑⚖️ |
| Audio | 302th | 3.196⭐ | 30🧑⚖️ |
| Humor | 236th | 3.054⭐ | 30🧑⚖️ |
| Mood | 371th | 3.103⭐ | 31🧑⚖️ |
| Given | 25🗳️ | 28🗨️ |
- Check that you're falling down before sticking to a wall (jumping next to a wall kept sticking me to it) or REQUIRE pressing shift to stick.
- Seems jumping requires you to be on flat ground, but the character has a capsule controller, meaning you can't jump when standing on an edge. Perhaps use a box shape instead and have a little leniency check on the surface angle.
- If you press jump before hitting the ground, jump
- If you press jump when you were just touching the ground, maybe rewind to being on the ground or jump in the air (coyote time).
Little things like that can go a long way toward making your game more enjoyable!
I've played your Game. I think the game concept works well.
It's always difficult to build handmade levels in a Gamejam.
It's really impressive, that you found the time to create those.
The Graphics are fine, the movement works and it is overall fun.
Unfortunately the climbing mechanic it not that intuitive.
The other thing that annoyed me was, that you can climb while you
are on the floor. So i got stuck. But it was not that bad.
But keep in mind, it´s easy to say those things. But you were
in a rush and you did your best.
You can be proud of yourself.
with best regards
Max
Loved the vibe.
I would suggest checking to see if the player is moving towards a surface before 'climbing' it? Had difficulty not climbing or sticking to a surface, even when not holding the key.
The transition between levels was really cool and it was a nice challenge. Good job!
It might be cool if health only went down when you moved/took actions, allowing players to be a little more thoughtful and plan out their moves
The level design is good, there was just one leap of faith jump that I didn't like.
Overall a nice entry with cute graphics!
I had a lot of fun speedrunning around the first few levels, and appreciating the art. Good job!
The charm in this are the sounds I think
the cat head transition is adorable!
- You can't jump when you're next to a wall. The climbing mechanics kicks in without my pressing shift. It shouldn't.
- When you climb to the top you can often get stuck on the corner and can't jump.
1. Anyway, you should make so that climbing would only be activated when shift is pressed, like in Ori or Celeste, etc.
2. Maybe a longer delay between dagger throws or single dagger for one keystroke? They just fire off like a machine gun and waste a lot of precious life.
Overall, it's an interesting concept of actions draining life, but you should make it a bit more player-friendly.
Cheers!
It goes over some really nice points on how to make a smoother, more functional platformer controller with concepts such as coyote time and climbing. Still impressive how you managed to create a decently lengthy game in such a short time, and it was really nice to hear the idea of the game came from your son, I found that really nice. Great entry! You should be proud :smile:
Btw. i am currently watching some other vids i found and try to improve now the logic (added coyote time woohoo :D).
This was pretty helpful : https://www.youtube.com/watch?v=RFix_Kg2Di0
One thing that bothered me (a little) was the pixel art that had different resolution for different assets (environment vs player and enemies). I think what's good about pixel art is the coherent design it forces, and mixing resolution can really break that.
Besides that, nice game for a jam :)
Maybe it's possible to extrapolate the idea to make a more "puzzly" game, single-screen-micro-levels where you literally have to count every step or shot you make in order to finish the level. That would be a different game of course, but it got me thinking :)