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Double Space's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #2 | 4.429 | 4.429 |
Visuals | #3 | 4.286 | 4.286 |
Overall | #4 | 4.190 | 4.190 |
Enjoyment | #5 | 3.857 | 3.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is a really ambitious game, and it is impressive how many different things got implemented within the time frame of the jam! It is always pretty hard to make open world games like this because of their size, but you managed to deliver a functional and intriguing experience. The music was very good, though sometimes a bit overwhelming, but very atmospheric and set the tone, and mixing it with the lore and sprites of monsters makes you feel an "oh no, something's up" vibe. You could even say the crewmates seem a bit sus. The movement and combat did feel a little floaty, and it was a bit hard to figure out how to progress and what to do at any moment in the game, since the movement and combat itself was mostly repetitive, so that alone isn't really an incentive to move around and explore, so maybe some direction, especially in such a large map, would be nice. It takes time to get hooked into the lore before you actively explore for exploration's sake. That said, that's obviously something that you work on when you have much more time on projects like these, given you need to have an idea of the world as a whole at that point, and so it's no problem if in a jam you just have the world down and a way to navigate it. It's really cool for what is already here!
This is really cool! I love the time mechanic, especially with the slowed down music - it works really well with the vibes you've created with the lore. I appreciate how forgiving the game is: your weapon has a larger hitbox than it appears, which is nice, and the hearts help too (though I think they could have been better placed, I feel like I always got them when I was only missing one heart and couldn't find any when I was at half a heart). The assets look great and it's neat that the bodies of the enemies look just like you. I felt the movement was kind of sluggish sometimes, especially when you're changing directions (the momentum is weird), and I do wish the controls were a bit snappier especially since the spider guys are really fast and can be hard to spot if they're in the other timeline.
This is such a polished game! I really enjoyed the core mechanic and the animations were soooo nice. Music was a banger too.
I think the concept is great and the execution is incredible. I love how the music changes as you switch between the past/present timelines, it really helps sell the fact that the timeline has changed. Also great job with hiding objects that are out of view of the character, the line of sight issue with top-down games is an infamous one and I think your solution works perfectly for your game. I think the only suggestion I would have is to make it a bit quicker for switching between past/present, as there were times that I would be trying to switch between in order to attack an enemy but it would take too long and I'd end up taking damage(although this might just be a skill issue on my part, I could've dashed away/backed up and probably been fine). Overall a great game and incredibly impressive for a jam game, especially it being your first.
Edit: I remembered another suggestion for future jams: it's nice when games have an option to skip to the end of each dialog piece, allowing the player to ready the whole text without having to wait for it to all show up, so perhaps adding that in future games would be good and hopefully not too difficult depending on your dialog implementation.
Amazing job! Very well-done for a jam game. The game was engaging and understandable, and the story was intriguing. The mechanic was implemented well, and thought was put into how to make the game somewhat balanced, telegraphing information to the player.