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A jam submission

SplitSkreneView game page

A platformer in shattered spacetime
Submitted by NycroV — 3 hours, 43 minutes before the deadline
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SplitSkrene's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#1113.6883.688
Fun#1283.3753.375
Presentation (graphics, audio)#1353.6883.688
Originality#2433.0633.063

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent Mode?
You must constantly swap your "color mode", in turn swapping the objects that you can interact with, to navigate a fast-paced platforming environment.

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Comments

Submitted

I like the hookshot a ton. It felt super good to use. Right now it's really awkward to switch the state and platform. One thing is more checkpoints. Right now you can just do a really hard section and then there's another one with not checkpoint. 

I feel overall the difficulty could be heavily lowed at least early on. 

I feel like the concepts here have a lot of promise just need so game design. 

Some suggesting's: Maybe only two color blocks for early levels.

The bomb thing feels like sometimes it doesn't work mid air. So make it feel more responsive.

This one is and overall difficult curve. It's okay to make the game really easy early on and then go up as you go along. The super hard can stay but should be in the right place in the game like late game content. 

Submitted (1 edit) (+1)

Brutal game, but pretty fun tbh, with a few minor frustrating things.  Here's just a few specific notes:  

One of the most precise inputs is delegated to left shift which uses the pinky finger.  My poor pinky was not built for this much precision platforming!

I think giving the player a bit of bonus upward velocity when using the bomb jump would make it feel better and more intuitive to use.

Stuff like having like a split moment where the player pauses before being pulled by the grappling hook, or having the grappling hook still pull for a bit more after the wall its attached to phases out might help with game feel and make timings a bit more forgiving for some of the tricks.

I have a pet peeve against spikes being lethal from the sides, and especially from the back.  If it's not important to the gameplay, I think changing the way they work would be a nice QoL change.  If it is, maybe they should be aesthetically replaced with another hazard.

I got to the volcano level and stopped, but I'd really like to try again soon.  Really nice entry!

Developer(+1)

Thanks for the feedback! It’s not often you find someone willing to give honest criticism out of fear of offending the creator, so I really appreciate it!

Development has continued past the end of the jam submission period for a post jam release! To address your concerns:

- Support for setting custom controls has been added! I just need to create a UI for it… bleh

- The repulse blast is intended to have 2 main uses, those being a momentum booster, and a momentum stopper. This is a failure on the level design in my department - I wish I had some more time to run it through testers to establish better ground rules, but alas, it’s in the spirit of game jams that there will be issues. Usage as a double jump isn’t super effective - but using it at the same time as a normal jump creates a massive super-jump, and using it while grappling or traveling airborne nullifies huge amounts of momentum if used in the opposite direction. I’ll do better to explain this in the post-jam release!

- Allowing a short “coyote moment” before pulling seems cool! I’ll have to test that out myself and run it by some others to see if the general feel is better, but I love that idea! As for pulling through phasing-out walls, it actually already does this. If you hook to a colored wall, then swap colors, you will continue to pull yourself all the way through the wall, and maintain momentum when exiting the other side.

- Spike hitboxes have been adjusted to be more lenient. I actually thought I did this in the original release, but I looked through the source code, and I guess my change never ended up making it to the commit? Regardless, another victim to the game jam deadlines that’s been fixed for the post-jam release!


The number one problem I’ve seen with the game is that it’s too difficult for most people, and I 100% agree. It was originally intended to satisfy those interested in high-precision platformers, but I understand that’s not everyone’s cup of tea - I’m in the process of swapping around some of the challenges. The base game will be made much easier, and the more difficult screens in the current game will be re-purposed into “challenge leves” available after a normal playthrough.

I had a ton of fun making this game, and I’ve had even more fun receiving real, constructive criticism from players that makes for an more fun, more polished, and all around better experience for the post-jam release! Thanks for playing, and thanks for the awesome feedback as well!

Submitted(+1)

Really fun platformer! Also, really liked the pixel art and glitch effects

Submitted(+1)

Great game. Ended my playthrough at the volcano world, but I have enjoyed the pretty difficult platforming challenges you provided. I really enjoyed the audio and the glitchy effects, which made me wish there was a slight filter on the game to make it visually more distinct, when you are currently not dying or beating the level.
I can't wait for the full release with an easier difficulty, so that I might witness the ending of the game!

Submitted(+1)

Nice job! Loved the mechanics and sfx. The game truly is hard and it takes a while to grasp everything, but when you do, it is super fun!

Submitted (4 edits) (+1)

I wasn't doing myself any favors by playing this dead tired before I was going to sleep for work the next day right after spending an equivalent of time with a different grapple platformer with a different control scheme,, but this precision platformer has a lot of thought put behind its mechanics, and if you're good at picking up on the mechanics, you'll be learning routes around the obstacles and having fun zipping through the challenges. Unfortunately, I am not very good at that! (and there's a bug that makes shorthopping harder) But with better clarity of mind, the design of the game lends itself to getting back up and trying again quickly. The game is definitely doable and you can have a blast playing it, just make sure you've got your wits on straight when you get to it. :') Great visuals and mechanics, the design is pretty much an iron maiden in every sense of the word, but it's one of those things everyone loved to see getting nailed even if you know you'd be getting nailed.

Submitted(+1)

(i don’t think i’m going to be able to beat this game unfortunately, so this is only really reflective of the game up to the start of the volcano world :( )

from what i was able to get through, this game is really cool, but REALLY hard! the glitchy visual effects look great, the ui work is super polished, and i ADORE the music - i could listen to this for hours on end! i really like the gameplay mechanics themselves, but they could definitely use more tweaking and tutorializing. the jumping feels way too floaty, especially for how narrow some of the spaces in the game are, and i had no idea that you get a bigger boost from your repel burst move if use it earlier in the jump until i saw a message about it when watching a stream of the game. on the other hand, though, the player’s moveset feels incredible to use when it is cooperating with what i want to do! i adore how it feels in this game to grapple onto a colored block, then swap off of that color to send yourself flying. with some lowering of the skill floor, this would be an even more amazing experience! i’m very glad that you were able to submit, and that i did get to play at least most of this game.

Submitted(+1)

Very nice work, really loves how well the glitchs blend in with the overall mood of the game. Well done!

Submitted(+1)

I thought everything came together really well, the sound, visuals, and gameplay. Great work!

Submitted(+1)

Great game! The game plays well and the sounds and music are enjoyable. I think there might be too many mechanics, and the difficulty is quite high. Overall, well done!

Submitted(+1)

I really love the presentation here! The sound effects are great and the music was very soothing, also props on having a nice settings menu.

I thought the game was a little difficult in part due to the grapple hook physics, but the jumping itself and other movement was very good.

Great work!

Submitted

I think I may be trying wrong, but this doesn't seem MacOS compatible

Developer(+1)

Oh snap, you’re right, I just realized I forgot to include the Mac and Linux builds of the game on the page. I am out of town at the moment, but as soon as I get back I can work on getting those posted somewhere. My apologies- that’s my bad! I’ll let you know once I have a version of it ready for you.

Submitted (1 edit) (+1)

Kind of difficult to be honest but I still liked it, really really like the music glitching effect on death