Ascension by Pigeonescu
Your soul is trapped in the underworld.
Your warlock companion has casted a ritual to help you out, move your way to the top!
Instructions - A -> left - D -> right - Space -> jump - Hold M1 -> choose direction for chain pull - Release M1 -> chain pull




Tools used
Game Engine: Godot 4.2.1
Sound/Music: Audacity and Ableton Live Intro
Art/Graphics: Adobe Photoshop
About us - @Pigeonescu - Programming and Sound - @Pigeonic - Art and Level Design - Our pet Pigeon - moral support
We are a team of 2 siblings from Romania who enjoy playing video games and more recently also making them.
This was our first attempt at making a game for a game jam.
It's quite unfinished but we hope you enjoy it! :)
| Link | https://pigeonescu.itch.io/ascensionld55 |
| Original URL | https://ldjam.com/events/ludum-dare/55/ascension |
Ratings
| Overall | 463th | 3.679⭐ | 55🧑⚖️ |
| Fun | 592th | 3.435⭐ | 56🧑⚖️ |
| Innovation | 330th | 3.651⭐ | 55🧑⚖️ |
| Theme | 766th | 3.444⭐ | 56🧑⚖️ |
| Graphics | 350th | 4.028⭐ | 55🧑⚖️ |
| Audio | 515th | 3.33⭐ | 55🧑⚖️ |
| Humor | 402th | 3.353⭐ | 53🧑⚖️ |
| Mood | 443th | 3.717⭐ | 55🧑⚖️ |
| Given | 85🗳️ | 113🗨️ |
Cute pigeon 😋
I beat the game!
They will hit their palms.
Thanks, interesting platformer
The summoning hook concept is really cool, but I think it would be more satisfying if you could aim the hook with the mouse cursos instead of having to hold the mouse button. Also I noticied that you can totally interupt the hook velocity by pressing any movement key, although this allow a total control on the character movements, I think the hook could be more impactant if you kept his velocity by for exemple applying a second velocity attached to the hook on your player.
I must admit that summoning chains to give the character the ability to go higher is a very creative mechanic. And when this is combined with the informal way of chanting that contains a sense of humor, it makes this very interesting. In addition, the BGM is immersive and the art design portrayed a decent aesthetic of hell.
However, I think the game can be more challenging.
Therefore, without adding extra content, I would suggest that the double jump feature could be removed, allowing the player to rely more on chains to jump may increase the game's playability.
We overestimated how much time we actually had to put our idea in practice.
The art and sounds were the first we started to work on and then we realized we didn't have much time left to get basic controls and gameplay done.
Really appreciate all of your feedback and will definitely try to work on polishing it and actually finishing the original idea that we had.
Only feedback is maybe the cooldown between the chain pull could be a little shorter?
PS: Can I take care of the pigeon? :(
We're really glad to hear that you've enjoyed our game! Ps: Our pigeon is very thankful as well!

I love the pigeon <3

edit: I didn't relize you could jump, I thought you had to use the hook to jump. Oops
Great work! (Pigeon is gorgeous by the way)
However, with how much platforming you have to do the chanting when summoning the chain got a little bit repetitive after a while. Maybe just lowering the volume of it a little could help.
Would have also liked the controls to be a little more responsive, in particular the time it takes for the chain to grab you. Felt like it could take a good second before the chain was even visible on screen.
That said, while the game was short I enjoyed my time with it and have been keeping the game open in the background while writing this, listening to the ambient music.
(The pigeon is very cute))
Seriously though... this was a fun game. I dig the art style, and the grappling hook mechanic is pretty clever and fun. Using it felt a bit clunky at times, as did the character controls, but I think smoothing out the motion with how those work would make this feel really great. Excellent entry, well done!
CONS: there was no challenge in it, it didn't feel like a game, it felt like a task.
We agree with all of your comments so far, the game is too easy and you don't really have an incentive to use the chain until the last part.
Initially we wanted to have a single jump with the possibility of upgrading the number of jumps but we noticed that using the chain too much might get annoying with the sound effect for some people.
Long story short we didn't plan our time very well and didn't do enough play testing to make it a proper challenge.
I wrote a blogpost going through our experience we had on this game jam if you are interested in giving it a read:
https://ldjam.com/events/ludum-dare/55/ascension/devlog-kind-off
Overall, all the comments so far have had a lot of constructive criticism and we definitely want to continue working more on the game, adding all the mechanics that we originally wanted and adjust its mechanics properly.
Again, thanks for all the feedback and criticism! :smile:
The chain mechanic is such a cool idea. With some extra time and polish, could be pretty satisfying to use. At the moment felt a tad slow... I kept trying to charge it up and aim it at first (like a slingshot etc)... but I think the way it works now could be cool if the chain came a bit faster and the speed of rotation was slightly higher?
Really neat entry!! Nice job. :ok_hand: