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GEMINI PRIME's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #5 | 4.514 | 4.514 |
Presentation (graphics, audio) | #21 | 4.514 | 4.514 |
Originality | #74 | 3.919 | 3.919 |
Fun | #108 | 3.459 | 3.459 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
The game has different MODES that are chosen randomly, on a per level basis. The modes ultimately determine how a attempt is played, and how you control the game! It also fits into the story.
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Comments
Love the music!
Thank you !!
Really cool concept. Love the combination of stuff you use. I feel like there're should be set levels set up with just the one set of combination. So for just level 1 there might be a total of 20 levels. I felt like when playing I never got the chance to learn the level with the one physics because I would die.
Good idea, limit the modes to certain levels. Kinda defeats the randomness but it could work.
There're could be a random mode too.
Ah damn I forgot to comment on this :') I rated it though!
Really cool concept, and definitely has top-notch presentation for the jam! Everything looks and feels really cleanly-executed. I think with better quality of life (arc indicator for King Mode and a safe zone for the Jetpack for instance) and more mechanics giving players choices that make the modes more of a hard decision you have to make according to your playstyle, this would be pretty much perfect in a larger-scope project. Hope you and your team continue working on other things, you all really nailed it here!
The visuals are really a standout here though, it's amazing how you made sure to consider how different combinations of modes would look when applied to each level.
Also, loved Blade II Mode. Really cool reference there.
Thanks for the comment, and reiterating your feedback! I've been meaning to play yours as well, it better have blade in it or Imma disappointed...
thanks for your question, i would be happy to answer any that you have!
yes, teleco 20XX™ does have a cameo from blade® in it, one of the televisions is a combination VHS player with the tape inside it.
thank you for reaching out! have a great day !
Very polished game, loved the art and the implementation of the modes.
Wouldve been cool if you could reroll one of the modes, or maybe even ban one.
Some of the combinations seemed straight up impossible haha ;)
I like that idea a lot. A reroll would have added some control over the RNG
What a great-looking game! I loved the overall presentation of the characters and levels, and the music fit the atmosphere. I also enjoyed the rougelike elements of the game, with each iteration offering its own set of challenges! The main issue I ran into while playing was that sometimes the physics for the player felt a little too slippery (mostly in the non-ice portions; I actually enjoyed the ice physics). Also, I think some combinations of gameplay could use a bit of rebalancing due to the extreme challenge. Still, though, I had a fun time thinking my way through each iteration and adapting to each combination of handicaps. This was a very unique title; way to go!
Thanks for the feedback, and I agree. The controls were a bit slippery/hard to control when they didn't need to be.
I LOVE the modes and the little narrative. The small alien and his father is really cute. I'm really bad in this game but SURE I had fun!!
Thanks, glad you had fun!
The amount of polish for this game is phenomenal, and your team should absolutely be commended for this. The game is very well put together, and everything feels really nice. there's good feedback for all of the player's action and in most cases what something does is immediately clear, which is always super appreciated and helps a lot with reinforcing skills. I love roguelike games and being given random tools to solve the same problem, so the premise for this game is super cool to me. That being said I do feel like most of the modes feel almost impossible to actually complete the game with. The only mode that allowed for me to consistently progress was the standard mode, or the jetpack mode, which i feel is a bit of a problem. When the most rewarding mode is the default one, and the rest of the modes feel frustrating in contrast, you end up with a player that is frustrated or bored for most of the experience, as they feel like in some way their progression is restricted by a dice roll. All the modes don't feel super great to use, as they limit the players movement more than they add onto it. You've got a good idea here though, and I think if you were able to rework how the modes work to make them add more movement than they take away, you'd have a really fun experience.
Thanks for the feedback, and I agree, to some extent. The modes were meant to make it harder, but then I suppose that the game should be balanced around that, and remove standard mode altogether.
Outstanding! What a fantastic job you guys did. The pixel art, character design, music, environments, level design, all of it is amazing! On top of that, there is your great implementation of the theme, mode, which changes up how each level plays in a fun and interesting way. It was also quite challenging as well. Great work!
Thank you! Very kind.
This is one of my favorite submissions so far. Obviously the graphics and audio were great, but the randomized modes and the way they combine together also added a lot to the experience. Sadly, my game crashed after level 8, so I was unable to complete it, but I had a lot of fun anyway. 10/10 for me.
I would love it if you checked out my submission as well :)
Thank you for the complements, did the web version work by chance? It doesn't crash -- as far as I know, at least (try another browser if it doesn't load!)
Yeah, the browser version works fine! I ended up completing it and had a lot of fun.
Yay, glad you enjoyed! Your game was really really awesome as well, I loved the credits especially!
You are one funky mushroom, glad you enjoyed it enough to go through and actually complete it lol.
I only came here because Mr Mangoes avatar made me laugh out loud. lol Jokes aside incredible job! I think the concept is perfect but a lot of the execution falls short in terms of controls. I could not beat any level unless I had normal mode or jet pack mode. And I even died A LOT with the jet pack mode. I didn't make it past level 3, honestly, but that didn't stop me from giving you 5s across the board.
If you plan on taking this further here are my suggestions.
King Mode - Cool idea but needs a trajectory path so you're not just blindly guessing. If you were stuck using one mode and could have time to figure and feel it out it would be okay but since it's random you have to relearn how far it is to jump every time it pops up.
Recoil Mode - Also a great idea but with locked axis not being able to shoot at an angle you really lose out on mobility and shooting side to side having to charge up to get actual distance, only to get very little distance even with a fully charged shot, it's not viable. Even with low gravity.
I personally think the game is worth continuing to pursue. Was great fun even though it was incredibly challenging and some of the modes felt literally impossible to do anything with at times.
Squiggy must be stopped. He's too powerful. That bass coming in just was TOO funky. Art was really charming as well. Great job guys!
I'm glad that his avatar got you to try it. And I'm glad you think that it's a fun idea! The game is really really hard, I totally agree, and it does NOT give much room for learning mechanics... I don't like some of the modes either, to be honest, especially recoil mode. On the other hand, I think that the stark differences between players is an unintended side effect! For example, mangoes thinks that recoil mode is a free win, and I really excel at rythm. Some people really do well with jetpack mode, whereas I usually don't succeed! Thank you though!
Thanks for playing ! and thank you for your suggestions !
Fun game, little frustrating but still satisfying when you beat it. Removing some certain mode combinations would help a lot. I like that it's hard, just wish it was a little easier. Presentation, music, and theming are all great as well!
Thanks!
Really like the cutscene and the presentation for this game
The gameplay is quite fun and addicting to
The randomised modes are a fun concept which also keeps things varied but did come with some downsides:
-a lot of dying over and over without getting a chance to get used to the current mode (its especially tough due to the slippery controls making the character a bit unwieldy)
-increases down time because you have to read and comprehend the new set of modes for every attempt
i think enemies might have too much health as well since when i get a good mode combo (causing me to want to play more carefully) the gameplay turns into finding a safe spot to hang around and slowly whittling away at its health (and then stuffing up right at the end of the level by hitting some spikes anyway)
i would also like to mention that i think the start of level 4 might've been too tight, i don't think something like standard+sticky is even possible there
the game is addictive to play despite all that, i liked some of the little touches such as the sticky mode affecting enemies as well
Thank you for the feedback! I THINK that the start of level 4 with sticky/standard would be possible but it's nearly frame perfect tapping of jump I think -- and as far as enemies having too much health, the best way to deal with them is one charged up shot. That takes them out in one hit :)
Such a fun idea! You guys executed this concept very well, and the animation, presentation, and level design are fantastic. This also fits the theme absolutely perfectly. I've played a ton of platformers and I can't think of any that have such an interesting mix of randomizers that can drastically change the gameplay after every death. You guys should be very proud of what you've created here!
Thank you for the very nice complements!