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Winded Temple's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #2402 | 2.417 | 2.727 |
| Creativity & Theme | #2986 | 2.095 | 2.364 |
| Enjoyment | #3153 | 1.692 | 1.909 |
| Overall | #3184 | 1.837 | 2.073 |
| Seriousness | #3261 | 1.853 | 2.091 |
| Audio | #3303 | 1.128 | 1.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Unreal Engine
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Comments
I totally see the potential here. It feels very smooth to play, and even though you didn't have the full 7 days I still think you were able to achieve a consistent and coherent visual style. Keep it up!
Thank you for your kind words! I'm glad it feels smooth to play.
This is a bummer for the audio but whata nice looking game ! Keep it up !
Thank you for your kind words!
Not sure if it was a bug on my end, but had basically no audio for this one. Which sorta made it feel kind of - bland.
The gameplay itself was fairly solid - I think it'd benefit from more visual feedback for the player such as impact effects and things for taking damage, as well as maybe a lil' bobbing animation as they move about. All in all, a fairly quaint platformer that with some elbow grease can really find it's own feet - even if the character has none.
The core puzzles and game loop itself is there - it's just the polish and sanding of rough edges at this point.
Thank you for your detailed review! I agree with you on what should be added. And no the no audio isn't a bug, I just ran out of time to add it lol! I was planning to add more visual and audial effects, such as the things you've mentioned as well as ambient noise from background objects. But I simply didn't have time to make all those in this short period haha!
I'm very glad you find the gameplay solid, in this jam I prioritized figuring out if making the controls smooth and performant when on its base level (lower end devices) was even possible in Unreal Engine, since I'm still a relatively new user of it. Though, I really adore working in Unreal, the engine itself is just so polished and there's so many bits of quality of life features such as individual tabs for each asset.
Before this jam, I actually had a whole modeled character with animations added with blender & the bobbing effects you've mentioned with "damaged" particles, before I realized I've burnt myself out trying to make a detailed character model before even making the actual gameplay prototype stage, and whether the size of the character I made was even valid for the type of movement I wanted to make. Making an editor module also took a lot of time and energy out of me though I don't regret doing and I learnt a lot about how Unreal's internal classes are positioned.
I participated in this jam after that to try get back on tempo, and the new mechanics I've found myself while during this jam crunch were pleasant surprises!
Yes I'll definitely be expanding this further, but first I'll have to clean up some code, because asset pointers for particle systems and player abilities are now all over the place haha! I'm going to move them all into its own clean class.
I see the potential for a nice 3d puzzle platformer. Would love to see the full game!
Thank you for your kind words!