I love the graphics but the gameplay is addicting! Great work!
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クリクリ Wonderland's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #82 | 4.278 | 4.278 |
Originality | #202 | 3.630 | 3.630 |
Fun | #302 | 3.019 | 3.019 |
Theme | #338 | 3.111 | 3.111 |
Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
Power as a twist concept for classic platformer game. Instead of hearts and lives, the player character has limited power and will die when it runs out. Lives are unlimited. To finish the game, you will need to keep retrying and move the respawn point you carried along with you further throughout the level.
Gameplay similar to Donkey Kong Country Returns with a mix of Celeste and Jump King.
Comments
Fun game! I like the mechanic and idea of having the character die due to losing power. It makes for enjoyable and interesting gameplay. Great job!
Cute and fun game! I like the idea of making your own respawn points so you can either scout again or die to complete a puzzle without restarting. There were some momentum issues, like dying while moving forwards would carry over to the frog when it revived. But overall great work!
Cool idea with the totem, love how you can scope out the level a bit by placing it down, and then try it out with the totem once you're convident (and die anyways lol). Very nice job!
This was cute and fun (though as rage inducing to me as much as games like Jump King...)! I really like all of the art and music! And the main gameplay mechanic is unique! I enjoyed playing
The cycle of tension in this is super interesting. Once you drop the totem, all tension goes away. Once you're holding the totem, boom, all the tension is back. I love that you can jump on top of the totem; I didn't even find that out until level 2. What if the totem didn't automatically return to your hands when you respawn, but you had to pick it up after you respawn instead? Idk if you entertained that idea during development, but it would allow players to engage the tension when they were ready, rather than forcing it on them when they die.
funnily enough, if I remember correctly, having the totem be picked up automatically on respawn was a way to get you to not end up stuck in an endless death loop if you happened to drop it in a treacherous place, like, on top of spikes.
If you didn't pick it up it'd just keep respawning you on top of spikes, and while there was probably better solutions, the quickest one was to make it so you'd pick it up, so that two consecutive deaths would force a respawn to the beginning of the level.
such a great mechanic! but could use some polish as it is frustrating sometimes. amazing presentation. and amazingly fun. i love it. would play a full version for sure.
The art is fantastic! Also great music!
The idea for the core mechanic - moving your respawn location - is quite unique and interesting, but quite soon it becomes more like anger-management game, since you always risk going all the way back.
Maybe add a second totem? This way it becomes potentially slightly more repetitive, but you won't need to respawn all the way back all the time - just respawn to the totem you are not holding. Maybe no the best way, but that's one way to avoid the current frustration.
The art is nice. The re-spawn mechanic is pretty unique, but it doesn't really make it more fun than a standard platformer. It just kind of makes it slightly more tedious to complete a level( eg. on level 2 moving platforms part, you have to just wait for the platforms to arrive, but you cant just wait, you have to drop totem and wait or you restart the level. This isn't fun. I don't feel like I am doing something skillful or overcoming a challenge, I just have to push a button over and over again or else I restart the level.)
Thank you for playing our game and for the constructive feedback. We are aware about how tedious Level 2 could be during our playtesting, we ultimately had to release it in that state.
We have planned to polish the game after the judging session ends. We will make it to be more challenging and less tedious. Please look forward for our post-jam update. 🙏
I love the little characters and it's very satisfying to move about. I appreciate the thoughtful level layouts too. Great work!!
I played the game after noticing the katakana in the title. It's a platformer with a time limit, but I really liked the system where you can place a totem and respawn from there. The design is cute, and it was enjoyable to play!
Super cute game! The jump maybe feels a bit too heavy in my opinion.
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