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The Twilight Coin's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #214 | 2.958 | 3.556 |
Theme | #222 | 3.143 | 3.778 |
Originality | #246 | 3.051 | 3.667 |
Presentation (graphics, audio) | #300 | 2.774 | 3.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
Mode is represented by the most integral part of the game, the Twilight Coin itself. In order to progress, you must strategically flip the coin to switch between Light Mode and Dark Mode, each one interacting with different parts of the game, both being equally important.
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Comments
Got to the end! I liked how the theme implementation was tied to the aesthetics and atmosphere and not just gameplay, and really liked the tone shift and "nasty surprise" towards the end. Made me think of Omori for some reason.
I really liked the game aesthetically. Gameplay-wise, I do have some pet peeves - the hitboxes of things felt really hard to get used to, there were many times where I died and thought "should I have really died there?" due to how large the hitboxes are and how precisely you need to navigate through certain parts of the levels. More annoying however were levels where you needed to hide inside flowers - somewhat often I tried to get into a flower bud but didn't, and instead kind of clipped out of it, which usually led to death. Sometimes I'd also get stuck between 2 flower buds at an angle, though that's probably just a bug. Maybe increase the flower's "grab" zone so that if a player is standing on the same tile as the flower, they can always get into the bud?
About level 7 - maybe the puzzle is too tough to be introduced so suddenly. It's not difficult - I figured there's some kind of intended solution with how the right side is shorter than the left, but with how there were 4 very fast enemies you had to manage, thinking about it before having a concrete grasp over the flower bud mechanic felt overwhelming so I simply bruteforced it. It's a neat puzzle imo, just I'd suggest to leave it for later, and first introduce a similar kind of level with only 2-3 enemies to manage so the player can properly figure out the flower bud mechanic. Maybe also use slower enemies so it's easier to figure out their movement
Hope the feedback will be of use. I'm curious to see how the game will improve and expand after the jam!
Neat concept
Really nice entry, but I was a little on the tough side for me so I wasn't able to beat it. I think a smaller hitboxes on the player would do wonders for the gameplay, and simplifying some of the puzzles could help as well. The puzzle I stopped on was with the 4 running dudes at the bottom left that you had to synchronize to stop the spikes.
I had fun with what I played and really enjoyed it!
Beat it! That was really hard. Was super satisfying. Probably died about 200 times but was able to beat it. Love all of the cool gimmicks used here. The last level felt weird with pressing space to change to dark to to day then to dark and then to day to make it day the longest.
For improvements make some middle levels that are easier with the gimmicks all ready made. That way there's all sorts of difficulty in levels
Love the game! You did a great job taking a simple concept and stretching it to its limit, and there's some really good puzzle ideas in here! I especially love the day night death warning system, it can help show you where the danger is gonna be when you switch back! I do agree with the comments below that the main characters hitbox could be a bit smaller. Anyhow, great job!
Nice work! I like the day and night concept, especially once you start mixing in creatures that are both nocturnal and diurnal. That's when the puzzle element of switching between the modes really clicked for me.
I also enjoyed the overall presentation, nice work!
I don't know if it was just me, but I did find myself wishing my character's hit box was just a little bit smaller and more forgiving. There were a few times where I died from probably just barely touching a bat, but my eyes couldn't keep up with how small a fraction of error it was on my part. But again, maybe this was just me.
I enjoyed the take on the theme here - it fits quite well! The concept of objects in the environment acting differently depending on if it's the day vs. the night is a fun one.
The death system, where you can see where you've previously died and whether you were in day/night mode while doing so is a nice implementation. It allows the player to determine whether they should be in day/night node to get through that part of the level (i.e. if you have 10 day mode deaths and one night mode death concentrated in one area, it implies which mode you should use to succeed at that point).
I couldn't for the life of me complete level 7 unfortunately - the issue with the puzzle (timing the creatures to hit buttons at certain times) is an interesting concept, but you can get hard stuck if you release them all from the bulbs at the same time; you won't be able to get them moving in a differnet pattern without restarting. This was quite frustrating.
Great job though! :D There's a fun game here, and I'd love to return to play after there's been some outside-jam polish completed!
Thank you for the comment, I appreciate it! I'm glad to receive such insightful input on something I made!
As for level 7, the goal is to line up the frogs in order to open the red button doors, and to keep the yellow spikes down. After you line up the frogs for the red buttons, you'd trap them in the left half of their room with dark mode. In the left half of the room, the yellow buttons are arranged in a way that if the frogs are lined up, at least one frog will be standing on a button at all times, allowing you to cross the yellow spikes.