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MIRROR MIRROR's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #85 | 2.292 | 3.400 |
Visuals | #103 | 2.157 | 3.200 |
Overall | #105 | 2.157 | 3.200 |
Theme | #109 | 2.023 | 3.000 |
Gameplay | #111 | 1.753 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Art
I created all of the art myself using GIMP, and also utilized a webcam to capture and animate the mirror-asset from a physical object. Since I joined the Jam midway I had to leave crude placeholder-art intact more than I would've liked. But I think the end result turned out nice enough either way.
Audio
I composed and played the BGM using a MIDI-keyboard, a software synthesizer and a Live Looper. Some of the sound effects were heavily edited recordings of my voice, and the rest were generated using DrPetter's SFXR.
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Comments
Interesting game, the art looks really great and overall the game as an interesting mood. I think that the game lacks in clarity tho, as it was really hard to me to get what I had to do to keep going. Still a good work nonetheless, well done!
Yeah, I left much of the stuff ambiguous on purpose, but also partly due to time constraints.
It would be necessary to add guides and beacons on few particular parts of the game.
I really loved the art and music in this game. This is the first game I've played with Z as jump, an interesting choice.
He probably has a french keyboard (we use AZERTY keyboard, not QWERTY), where the z and the q are inverted, that should be the reason why he used the z key x)
@yes’sn’t
Heh, strange.
I’ve had the experience that Z and X are default buttons in plenty of games, especially when it comes to emulators.
But yeah. It’s always the best scenario if there’s an option for the player to configurate a preferred control-scheme. I’ll be trying to make that a standard in my future projects.
@MrPouletBZH
Actually I use QWERTY, but I still like the idea of Z as a “default” button :D I guess it all comes down to what you’re accustomed with.
The art and the music was very nice, the mirror animation is really cool, i really enjoy the atmosphere.
Nice game but the controls were floaty and its really hard to jump on the right platform..
Please rate my game also :)
I love the feeling and atmosphere in this game! The music is amazing! Almost a little too repetitive once I played for a bit, but still really good!
This is a fantastic game! Here is some hopefully helpful feedback!
Feedback:
-Needs some type of guide. I was confused and was trying to jump back in the mirror at the start thinking that's what I needed to do.
-platforming is hard. I assume you're using a circle collider? Sometimes I felt like I had extra forward momentum. Not sure if that is a code thing, or maybe some rotational momentum, just something to think about.
-in the light world, before the first elevator, it would be cool if there was a camera revealing the jump you needed to make. Same in the dark world over the pit.
-when I first encountered the sun (Thought it was a dog lol) I thought he was a boss trying to kill me. My gamer instincts kicked in when I heard the shooting sound effect, so some clarity in game would be awesome!
-when collecting the mini suns, I found one got stuck from the platform you jumped down from. an easy fix would be adding random velocity to the balls as they collide to avoid these loops.
-guide for when I completed all the tasks (lighting up the panels) I didn't know I needed to go back to the mirror
Thanks for the extensive feedback! I highly appreciate it.
Heh, literally every issue/observation you have pointed out I was already aware of, but didn’t really have the time to alter and/or fix.
The game is quite janky, rushed and unpolished since I joined the Jam midway and only put 32 hours into the project. And that includes the time I slept, cooked and had breaks! :D –> So probably realistically the actual worktime is closer to more or less 20 hours.
I made the horribly lazy decision to use Clickteam Fusion’s built-in platformer-engine and didn’t really spend time properly configurating it, and that shows. First I was actually planning to make some surreal animated clicker-game, but ended up pushing out a platformer on a whim instead!
The sun-softlock isn’t the only known scenario where you can get stuck. Originally I wanted to add variety to the quests and make the sun collection-segment different than the “bouncing balls”-thing that was implemented to the moon-level first, but I just took the fast and easy way out.
Lol, admittedly the sun might have some resemblance to some peculiar breed of a domesticated canine. I would’ve wanted to include detailed hand-drawn sprites for the sun/moon -spirits, but… yeah…
The story is always the same, really. I end up making something a little too ambitious in too little time.
But I’m still happy to hear you enjoyed the stuff in the game that works, and your comments provided me with some valuable insight for future projects.
Cheers!
Hey, you were still able to produce a game, so good job! It was awesome!
We originally had some crazy ideas, but thanks to some advice, we decided to be less ambitious with the start of the project and if we had time, we could implement some of those other ideas later. We did not have time and if you played our game, you'll see that we still went a little crazy and not everything was as polished as we would have liked. We're all learning our limitations - especially with not burning ourselves out!
I am glad to hear you took some breaks! Keep working hard!
Best regards!