Cool
Submitted
Ata Hero Going DeeperCriteria | Rank | Score* | Raw Score |
Creativity and Theme | #23 | 3.391 | 3.391 |
Visuals and Sound | #27 | 3.348 | 3.348 |
Overall | #28 | 3.203 | 3.203 |
Fun | #32 | 2.870 | 2.870 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Visually great, and the audio passes well to the theme! Congratulations!
Great job creating the vapor-wave vibe. I think the pink and blue energy floors were an interesting mechanic, however, I think it was very hard to lose the game though. The remaining steps is way too high. I played twice and even if I wasted steps I had like 170 steps left. I would revisit that number to try to make it challenging! Maybe find the most optimal path, and limit the steps to a little greater than the steps required to play perfectly. Great job!
Thanks! And yes definitely, we hoped to implement at least 1-2 additional and somewhat essential mechanics before the deadline, but didn't quite manage within the timeframe ๐ but things will definitely become more interesting (and challenging) in v0.2!
Eventually this game will be very much a puzzle game where you have to think about and plan out your route before even taking any steps, at least that's the goal and the backlog is already packed with new features ๐
Thanks again!
Love the cyber, vaporwave-y colour scheme!! Also interesting interpretation of the theme, well done!
Congratulations on your game, it's very nice. The art is also great!
I like your puzzle concept and that you chose to add a story that fits the theme in this way. The energy system with the purple and blue things is also clever, I really liked that mechanic. Hope you had a lot of fun during the jam!
Small remark regardin UI, the number of โค were covering the energy bar:
Would be cool to have something that stand up a bit more and maybe a restart button. :)
Thanks! And yes that horizontal alignment was the last item on my backlog before submitting, thought I had the math right but I got overly ambitious assuming I'd get all 13 in one row without colliding with the GUI. I believe I know the fix for this but I'm waiting until after the Game Jam to deploy any updates just to be safe.
Also in case you're curious, issues aside, this is the current logic I frantically came up with in the final hours for dynamically setting horizontal padding between two separate draw events (one for total held collectables and another for the remaining based on next goal)
It's not perfect but I'm quite happy with my solution all things considered, my backup plan was just to print the total to the screen and call it done if I couldn't solve it in time ๐คฃ
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And yeah I noticed that too! The win state is a weird one, it kicks you back to the menu on winning locally but not in the submission for some reason. But either way I have a backlog item for v0.2 already to implement a postgame scoreboard to keep track of your best runs (especially once we start adding more complicated interactions and decisions to the following levels!)
Anyways, thanks for playing! We'll keep chipping away at the remaining backlog after the game jam so feel free to check back after some time to see how it's progressed ๐
I have the fix in a bugfix branch now, will merge it to main shortly and fix this issue :D
The root of the problem wasn't even the math in the end, I just forgot to do an initial check to see if the amount of collectibles drawn to the GUI has already reached the current goal. ๐
So yeah, very easy fix! Thanks again for bringing it to my attention ๐
Thanks! That's great to hear, I uploaded the colour palette to lospec.com (I'll add the link here), it's still pending approval before it's officially added to the site's collection but you should still be able to see it if you're interested!
Also I'm glad people seem to be enjoying the art, I struggled HARD not having my drawing tablet for this one ๐
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