Really challenging, I couldn't make it to the end. It took me so long to realise both J and K were buttons I could use, I only used K for most of the game. Why aren't those keys listed in the game page? Overall though, I really enjoyed it! But I would have liked more checkpoints so I wouldn't have to repeat so much each time. I loved the music and the art, beautiful game, great work!
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Prism Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art | #2 | 4.667 | 4.667 |
Music | #18 | 3.667 | 3.667 |
Overall | #20 | 3.867 | 3.867 |
Gameplay | #31 | 3.467 | 3.467 |
Theme | #33 | 3.733 | 3.733 |
Is the graphics 1 bit? | #57 | 4.467 | 4.467 |
Originality | #64 | 3.200 | 3.200 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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luketns
Comments
A really fun challenge where I feel like I’m learning on every death! Reminds me of the feeling I had playing Celeste. I like that the checkpoints are spaced apart so that there’s a consequence to failing. There was one point so far (where you need to fall below the screen height and then catch yourself in time) where I was frustrated the first time I died because that wasn’t my fault and I lost my progress up to that point. In that moment I learned, “ok the game will set things up so I have to fail sometimes to learn”, instead of “oh, I didn’t realise that was the solution, now I can do it!”. Really great platformer, art and animations are fantastic and the music is pleasant, don’t mind hearing it on repeat at all. Well done, I’ll take inspiration for my first attempt at a platformer soon.
Just finished the game and loved it. Really challenging ending where I was cursing the game at times. One challenge towards the end where I needed to jump and release ‘J’ at the same time felt at times like I was doing it correctly but the game wasn’t responding. I’m sure it was just the inconsistencies in my attempts and not the game, but perhaps some fractional second of forgiveness from the game would relieve the frustration in those moments. On my second play-through I also enjoyed the distortion effect when you activate ‘J’ or ‘K’ and it made me wonder how you achieved that. Are you using any of the popular engines?
Alright! Congrats on finishing the game. That's a serious achievement!! 🎉
The game was built in Gamemaker Studio and we used this FX plugin by Foxy who was really helpful in answer some questions we had. https://foxyofjungle.itch.io/post-processing-fx
I really like it, it's probably gonna be my favourite from the jam, but I can't really play it because of a couple of bugs like randomly phasing through platformrs or getting stuck at the landing and being unable to move until jumping, which forced me to die in a couple of spots. It's crazy how cool, polished and well designed this looks so I'll still be reviewing it with that idea on mind but I'm sad that it's too buggy for me to be able to finish it. I played it on stream with a friend and he got much further without my issues but then started getting them in the same way. Still, congrats on making probably the best looking game on the jam by far!
That very last section was painful, lol
I liked it a lot, although I'd suggest having a "Strongly recommended to play the downloadable version" disclaimer on the web page as the frame rate works a little weird on the Web Build, and there was a part near the end I got stuck in I'm not sure I could've beaten if I hadn't downloaded it and played again until that part. (Specifically talking about when you have to jump and release almost at the same time to not hit the roof in one of the final jumps in the last checkpoint, it was insanely hard on the downloadable version but super doable with skill, whereas in the build I'm not sure if the physics make it possible)
Overall, it's a very good game, super polished and complete and with very good level design. The perfect example of what a good finished jam game should be imo. Only small gripe was that having to wait for the timing on the spiky blocks made me lose a little time after respawning in a couple checkpoints that slightly cut me out of the flow, but it's a super dumb thing to worry about
You did it!! Wow congrats. Now if there were only a speed run timer built in.... 😉
Thanks for the incredibly kind words. We worked so hard on this one and we're over the moon with how it turned out. Thanks for all the feedback and the willingness to give it another shot. Please if you have a chance some time come hang out in stream. We'd love to chat more and keep in touch!
the game looks awesome and im so sad i suck so bad at it and couldnt see that much. Great work and would love to try it again post jam
Such a nice game! The art is awesome and color palette perfect! I really enjoyed the music! I didn't finish it sadly because I am not that good at platformers and some parts were a little difficult for me but it was really fun to play. You did a great job!
Very clean pixel art, I could tell it was made by an Aseprite enjoyer :)
It's a fun concept, I think I almost got to the end, but didn't manage to finish the game yet.
One thing in particular that I noticed and that could be improved, was that a lot of the times that I died were because a jump input didn't convert to an actual jump, perhaps due to the lack of (or low) coyote time.
This made me die much more to basic jumps where I shouldn't die rather than on the actual transform sections.
I also sometimes appeared to fall through the platforms when changing between blue and pink forms, not sure if that was just me not being fast enough between the inputs.
Overall solid game and I loved the slime character !
Thanks so much for playing, Jyken! I'm glad you're enjoying it!
Coyote time is definitely something we'll be adding. And the phasing through platforms is a bug, it's not you. It's for sure an issue with the pink platforms, because sometimes you'll just phase through those when you're not even switching. We have a couple ideas on what might be causing that and hope to have it fixed soon along with some other bugs we've been noticing.
I'm glad you liked the art, this was my first time trying a 1-bit style! :)
I can see that the difficulty is a part of design. With that in mind I would wish for a shorter reset animation (that allows you to move, but annoyingly does not allow to jump) and for a full-screen view rather than a tiny window.
I could not correctly time the sequence of "hold K, jump, release K, hold K, release K, hold J" in a split of a second, but that is exactly what you wanted, didn't you? Still proud of how far I could go.
Cool art (and animations, amazing attention to the details!) and music, perfect disguise for a Kaizo game!
Thanks for playing, matte!! F1 on keyboard and up on the d-pad if you're using controller will go fullscreen. The spawn animation allowing you to move was a bug we couldn't figure out in time. We're hoping to fix that soon and get a new build up.
I think this might be the part you're talking about in the screenshot below! If so try this instead: hold k > release k > hold J at the peak of your jump!
But thank you so much for the kind words!!
F1 on keyboard and up on the d-pad if you're using controller will go fullscreen
Cool, didn't notice that! Unfortunately, the performance is not great in fullscreen, and it seems like the game is designed strictly for 60 FPS (having lower value makes blob jump much higher and fall through switchable platforms sometimes).
The part I was stuck on was a bit after that one, it was like a couple of slides where you need to fall through, and then turn the bottom slide into a jumper, than jump up through a tower with small jumper steps into a jumper balcony, where I was supposed to slide in the balcony, and quickly jump through the another slider just a pixel above my head, while deactivating it, and reactivate it in time to deactivate a moment later after the spikes at the end of the balcony slide.
I really love the visual style of the game and especially the intro and that color change effect. However unfortunately I ended up not completing the game due to its immense difficulty. There's not really enough checkpoints after going through hard areas and I found the player to fall incredibly fast in tandum of needing to switch and hold colors with what felt like close to frame perfect inputs. The actual base of the game itself is solid (there are some quirks such as pressing the Up arrow opening up the debug menu and sometimes with pink you fall through bouncy blocks, it could be because you aren't clamping your fall speed and the platforms are thin so maybe the GameMaker physics engine isn't immediately calculating it) but I think some slight fine tuning to the player control and more forgiving level design could significantly improve the game.
Yo, thanks for playing and the input! It's definitely a challenge for sure. We were heavily inspired by Kaizo Mario for this, so replaying some sections until you get good enough to get the checkpoint is part of the fun, albeit sometimes frustrating. :) If we were to expand this game after the jam and try to reach a larger audience, we'd almost definitely need to make it a bit easier.
Good call on the pink platforms. We were trying to solve that one up until the finish line along with some other bugs, but just ran out of time. Definitely might be the fall speed, though!
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