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SWITCH/RUNNER's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #16 | 4.278 | 4.278 |
Fun | #50 | 3.778 | 3.778 |
Presentation (graphics, audio) | #101 | 3.889 | 3.889 |
Originality | #111 | 3.722 | 3.722 |
Ranked from 36 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 switch between different "modes" of platforming (running, flying, drilling, hookshot movement)
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Comments
This game was very fun, and while it has a very simple control scheme the gameplay itself felt surprisingly deep. Collecting the floppies was difficult but gave a good reason to retry levels and never felt inaccessible. The art style is sleek and very readable, and reminds me of something like N+. Getting used to the grappling hook was difficult at first, but once you get the hang of it its pretty fun slingshotting yourself around. All in all a fun game that utilizes the theme well. Great job!
The grappling hook could've used some more work. I'm not entirely happy with how it works. But I'm glad you enjoyed and and actually managed to collect the floppies too :)
Very punishing, but the physics in this feel incredible. Every mode handles so precisely, this is a real achievement. Great work on this game.
Very difficult, but really well put together! I had a lot of fun with it despite never quite mastering any of the modes, and everything feels very polished. Love the visuals! Great work on this!
To keep someone who is crap at platformers playing that long is something. Super addicting, would make a great mobile game to play through when I had a moment to fixate on something. Nice simple art and simple principle but definitely tough to master. Very well done!
I found this very addicting! I would play again! combining the different modes really makes for a challenging and fun experience! Would love to hear some more tracks to keep things fresh and feel like you are making progress. Would love to see and endless version on mobile if possible!
The controls were so smooth especially when flying as a plane. I also have to say the sound design was on point too. I noticed it when drilling through the buildings. Aesthetically really nice. Well done!
Simple solid art style, great execution on the theme. The game is hard but I don't think that's necessarily a bad thing. I think some small quality of life stuff like an indicator for, otherwise unreactable obstacles, would be nice. Good job on this one!
Really fun stuff, the paper airplane mode was super satisfying. Kinda hard as balls but I'm sure you knew that
the controls killed this one a little bit for me- but the levels were satisfying and all the mode mechanics were really polished!
I think the juice is very well crafted; it's a very interesting concept, and I liked the minimal retro art. I got a bit frustrated with the main mechanic, but I believe being able to jump after switching from switch mode to runner would greatly enhance the intuitiveness of the mechanic. Great job!
Oh man I'm bad at video games.
I'm having fun!
The movement feels really fluid and I'm loving it. The art is really appealing with its simplicity.
Really really solid runner game. I started of thinking the flying mode would be the main gimick of the game. I really like the flying. I also really like the movement conservation when coming out of a fast fly/drill/hookshot, feels amazing when it goes right.
I can't say that much about the game except it's hard! Maybe I'm just bad but I was really struggling learning some of these controls.
The flying feels perfect. I had instant control of it when I understood it (great tutorialization at the start btw, quick and easy to understand). Liked the levels that were designed with it. Didn't get any of the optional collectibles, they were kind of hard to get.
The drill was hard to get the hang of. Your space makes you go down and its the only way to accelerate, so you have to really think different when using it. I did like using the drill, but landing after using it turned out to be harder than I thought.
Hookshot is great in concept, but I never got the hang of it. I could not get the momentum I wanted out of this. This is probably on my side, but I rarely got that sweet spot.
Implementation of all these modes are great, I am just not skilled enough to use them all. In the preview videos I even see levels switching modes in the middle.
Visuals are also really good btw, love the changing colors for every mode. Makes them stand out from eachother. Just a solid game!
It's totally not just you, the game came out too hard. Your experience reflects my own thoughts pretty much. Flying turned out great, drill could use a bit of work and hookshot is wayy too unforgiving and counter intuitive (the best way to gain momentum atm is to make sure to hit at max range, which was not intended). But as far as gamejam platformers go, I think I can be really happy with how it turned out.