A very charming game, the art is super cute and it fits the cute vibes. The tunnel at the start where you have to drop your totem to pass through was a giant red herring, I spent way too much time going through it and trying to figure out what to do after, but then I eventually discovered I could just simply go left and then the game really got going! Well done!
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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
The aesthetic of the game is very nice! The music suits this very well. I can see this getting frustrating if you're repeatedly dying, but I also get that having the checkpoint with you means there needs to be some difficulty involved. What if the player can find a one-time-use-per-level item that will call the totem to you? Maybe that will help people who aren't as good with platformers to use their one shot wisely, while those that like the challenge don't have to use it. This is well put together and certainly fun to figure out. Nice work!
Nice Idea. Sometimes it can be frustrating playing a part of a game over and over. The Idea is kinda neat. The music was also pretty nice
I am so absolutely infatuate with the art style. The platforms even having little faces. Slowly figuring out the level until I got it was so satisfying! Amazing job guys!!!
Art is really cute, the idea is pretty creative, but definitely takes some getting used to. The collision feels pretty precise with enemies, making it a bit difficult to line up jumps. Enemies and platforms staying persistent sort of made some short little lives not worth living and there were a fair few blind leaps of faith...
Still I feel like it could definitely be the start of something really cool!
The enemy's being positioned in a way so you need to use fine control to make the jumps feels like great level design because it makes it more challenging. A lot of it feels wecolming due to being fairly forgiving. The concept seems like it has a lot of potential! And the art is cute!
It was a little bit frustrating and hard at the start but once I understood the mechanics and focused more it was great fun!
Dear me: Don't place the totem near an enemy spawn point you doofus! This game is so fun, I couldn't stop playing, the vibrant cute cartoonish style and the calm catch music and the tight controls made this a very enjoyable experience. I think this is a very polished game that uses a fun checkpoint system that requires strategy. Amazing work to the team!
The presentation of the game is very cohesive! I also enjoyed the movement and the interpretation of the theme. Having to wait to respawn after placing the totem breaks the flow of the game a bit, but I think the idea has a lot of potential. You could use totem to get into places you couldn't jump yourself or use the totem on puzzles tied to different states of the game, having to retrieve the totem in the process.
The art and music come together to make a really great aesthetic! From the gameplay side, it seems like there isn't much of a reason to stay alive after dropping the totem, since you'll shortly die and go back to that point anyways. It made me wonder why I should drop the totem before a hard jump - if I make the jump, then I'd soon be sent back to the totem, where I have to make the jump again. I may be missing some nuances of the mechanic, though. They style was strong enough that I wanted to keep playing, even when I was sent back to the beginning haha
There's a couple reasons I can think of. You could drop it to go out of your way to get a collectable, then die for a faster send back than having to actually go back.
You could drop it to try out a difficult segment you don't have much confidence on.
You also can stand on top of the checkpoint for extra height, so that's another reason.
I do agree the mechanic could have some more juice squeezed out of it though. I particularly like the idea of throwing the checkpoint to a place you couldn't reach yourself, for example....
Very fun and creative concept. It took a while to get the flow down of dropping the the totem but it is rewarding when you pull off a last minute totem drop.
It kind of reminds me of playing an old rom where you are frequently saving state and reloading haha.
Graphics feel so slick somehow! Quite detailed in terms of how much you managed to include, like trying to walk backwards out of the level you even added an animation just for that! I like the mechanic, with the totem. Maybe the game was a bit too hard overall?
Very cool game mechanic with the totem. I liked the graphics, and the audio fit well. In the second level I managed to die so many times when I had accidentally placed the totem exactly on the enemy spawn point (I wished there was a period of invincibility maybe) that the 2 floating platforms desynced in their movement, so I had to sit and wait there for like a minute for them to line up which was annoying. Maybe the platforms could also move a little faster. Saddest bug I had though was when after finishing level 2, the third level wouldn't load up for some reason.
All in all a very fun game, maybe a little difficult. There could be some checkpoints during the levels or maybe you could have another totem that stays as a checkpoint forever or something. A lot you could do with this unique concept, nice job!
Sorry for the inconvenient bug. We have tested this, indeed loading third level may fail and it will cause the game to stuck. Based on our test play, it only happened one third of the time. We will address this issue in post-jam version, please look forward for the update. 🙏
Thanks for playing our games! We appreciate your kind feedback.
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