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Complementary Nemesis's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #549 | 2.832 | 3.800 |
Originality | #619 | 2.534 | 3.400 |
Overall | #642 | 2.435 | 3.267 |
Gameplay | #690 | 1.938 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I think I am most proud of the art style/theme. I usually struggle with game assets, but this is the first time everything flowed to me and I was able to design a game around it. It was very enlightening.
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Comments
my favourite platformer puzzler of the jam, 49 levels for a jam is a bit unhinged though ngl. I personally would not change anything about this. The floaty slow fall strafing makes more sense for later levels anyways where you have to actually use it. The tolerances are super tight but that makes it feel genuinely good to beat a puzzle, and requires some real planning and outside of the box thinking. All your mechanics work in tandem and are very inventive. I even like the puzzle pacing where one puzzle is omega hard and then you get a few breathers.
very, very good underrated release
Thank you so much for the good review, glad you liked it! Since the physics were the first thing I designed, I made levels to push them to the limit, which is why making the physics less floaty near the end or now is not an option. When I do make a new game I will have slightly tighter controls and less floaty so you feel more in control, but the levels will definitely be designed around that in push the new physics to the limit.
The difficulty from what I've seen has been a hit or miss, but it's great you got lots of enjoyment out of it as what you described was my intended experience :> If you are thirsty for more, the scenarios (levels) are in .yaml text format and can be easily modified. Changes are reloaded per death which is useful for testing too.
I do plan on making this a full game sometime in the future. I will give it the Celeste treatment by creating a story, refining the graphics and level themes, and perfect the physics as well. The final week of the jam was spent just grinding levels and the final nemesis types lol.
Hi, I loved the art style a lot! I also went for a similar one for my UI elements for the first time, and I can say I like it so much. You really did a great job with the art, it puts you in a very dreamy mood. The concept of the game is really original, I'd love to see more in the future. The decision to make the movement very slippery was good, as the player has to think what to do, and the gameplay doesn't rely only on mechanical skill. Maybe just a little bit more control would help, but not too much. You just need to find the sweet spot, nothing too crazy. Overall a really well put game with solid mechanics. I didn't hear any audio, but I don't know if it's just a problem of my potato pc. If it's not, some background music would really help the overall atmosphere and mood. You have a really solid game in your hands, keep it up.
Good luck with the jam mate! <33333
I'm glad you really enjoyed the game, thank you! I definitely agree that there needs a bit more control, I'm planning on making the jump less floaty in the future. It's not an audio issue, there is just no audio for the game as I couldn't compose a decent track and any death SFX would get annoying quickly.
Really understandable for a jam game, I also had to scrap a lot of things from my initial idea, good luck if you will continue the development in the future! <3
Nice game, love the art! Hard game ;)
Glad you liked it! :>
I was blown away by the art through this game, but I found the game very difficult and hard to control. I don’t know if I missed something about the core mechanics either, so a clearer tutorial would’ve been nice. Also very impressive that you made this without an engine.
Glad you liked the art! The game is purposefully slippery and hard, though if I do end up doing a fully-featured release I will definitely make the jump arc faster and the controls more responsive at least for not running so it feels more fun and fair. Physics were made before the levels and after the levels were made it was too late to adjust anything without ruining the levels 0,o. There has also been confusion on how to switch operates so I will try and make that more clear in the future. Hopefully you still enjoyed the game and thank you for playing!
Interesting concept. I don't know if the slow (even with the run button) and super slippery platforming was intentional, though
It was intentional. A full release will have the falling be quicker, but I wanted you to have "just enough" control to have to carefully plan your movements while not being too agile to avoid everything.