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Clamfall's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #213 | 3.314 | 3.314 |
Theme Relevance | #236 | 3.943 | 3.943 |
Music & Sounds | #270 | 3.143 | 3.143 |
Is it Fun to play? | #291 | 3.086 | 3.086 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It gives me an error in the HTML browser version. If you want you can play my game: https://itch.io/jam/-pixel-game-jam-2024/rate/2718966
I have tested only in chromium browsers but it works even on android browser (although not great)
I think the game would be significantly more fun without the limited movement mechanic, or at least to allow us to turn it off as an optional change in difficulty. I’m not sure what it’s doing game design wise as there’s already an inherent risk to moving, meaning you can’t just spam click and succeed. If it’s necessary for a reason I’m missing, then I think the charges should show up on your character or below them or something instead of way off in the corner of the screen, so you don’t have to take your eye off the clam to check how many charges you have.
The music seemed charming but got way repetitive way fast. I think the clam artwork could use some more contour lines (||||) instead of the (<>) thing. I like the simplicity but it ends up reads like a pot or a sack to me.
Also highly recommend for the water particles when you move around to not change direction with you. In Godot I think turning local coord off is usually the simplest answer, though you might need to reparent the system, depending how you’re doing things.
I do think the basic gameplay loop has the potential to be a great little mobile game, but i think the movement mechanics and such are just a touch on the difficult side. Still, it’s a really solid entry overall!
Late reply, during the development it became too easy to just go anywhere if you can push whenever you want If you push yourself in opposite direction you basically stop in that place, the charges create bit of difficulty, maybe too much but balancing is hard
Thanks for playing and the constructive criticism!
This was really impressive! Best I could do was just under 2 minutes. It was simple but also had a lot of depth to it because of the hard physics. One of my favorite parts was how the music faded out and distorted when you lost - I heard that so many times that'll I'll probably hear it in my dreams, and I'm ok with it! The UI was very clean and responsive. I also really liked how fast your movement charges recharged, it felt good to dart around the map. Honestly, it was probably the most fun to get thrown around by the bombs, especially when they launched you into other bombs.
I was very hesitant to 'waste' my movement charges in my earlier playthroughs, because I couldn't tell how fast they came back. It made me basically sit in place until I was forced to move, and I didn't really have fun until I figured that out.
Great submission!
This Was a really fun game I think you did a great job with the art, and especially the gameplay It's really fun and addicting great job!
This Was a really fun game I think you did a great job with the art, and especially the gameplay It's really fun and addicting great job!