the mechanics are novel and cool :] had fun clattering my clicky scythe all over the shiny mirror surfaces. love my clicky clacks. i also very much vibe with the messaging. if anyone is reading this, a better world is possible! and i hope we all get to see each other in it.
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The Power Within's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #149 | 3.792 | 3.792 |
Fun | #153 | 3.500 | 3.500 |
Presentation | #455 | 2.708 | 2.708 |
Theme | #481 | 2.625 | 2.625 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
The games story/theme is about one's inner power/strength and you also get additional powers at the end of each level.
Comments
The core mechanic rocks and has a lot of versatility! The binary-launching computer miniboss was a standout moment for me because it required me to use the scythe both as a weapon and as a movement tool. I think it was smart to limit the scythe's utility as a teleport point until it's lodged in a wall, because it'd be overpowered otherwise.
The only issue I had with the scythe is that its long, spinning collision made it hard to aim with precision. Some of the later bouncing puzzles were frustrating for this reason, and a smaller collision might have made them a bit more forgiving. I also think that some timing-based challenges would help the scythe mechanics to really shine. A lot of the challenges revolve around aiming, and I think adding some moving platforms to teleport onto would add a new dimension to the platforming.
There's a ton of potential here and I'd love to see how your team expands on this idea if you choose to continue development. I hope to see you in the next jam!
cool idea here! i think the scythe bouncing is a neat mechanic- i do wish there were more visual indicators in terms of bounces, since i found myself spending a lot of time tweaking bounces in order to get things right. i also think the bouncing surfaces get a bit weird around corners- oftentimes the scythe will start behaving in pretty unexpected ways. that being said, i like the idea a lot for a dual movement/puzzle mechanic!
also, i did unfortunately softlock in the second full level when playing through as well, but it seems like this is a known bug
Fun and interesting mechanic for a weapon. My suggestion would be to maybe have the camera zoom out automatically when you need to aim towards something off screen. When playing I didn't realize you could move the camera, and ended up just blindly throwing off screen.
Making a melee / projectile weapon that you can teleport to is a pretty good idea.
Super cool mechanic with the teleport, made for a fun puzzle platformer! Would appreciate a recall scythe button and maybe a longer reach on the melee attack. Phenomenal job for a first game jam, really well done!
Really great central mechanic, I think that's a strong foundation for a platformer. I especially enjoyed the part near the end of level one where you had to throw it down and it had to bounce like 5+ times to reach the next section. It was very fun to watch it hit all these bounces I didn't even know were there. My biggest suggestion would be to let the player throw while jumping, and to let them teleport while it's still flying—I think these would really open up the scythe throw to being a satisyfing movement mechanic more than just a puzzle one.
Played until I got softlocked by teleporting into a section with bounces on every surface, but had a lot of fun until then!
I like the throw-teleport mechanic a lot.
Some of the bounces that the levels ask of the player can be on the more frustrating side as I can't possibly tell exactly where it will end up if it has to pas 3 corridors (let's say the corridor right before the 1st boss).
Cool game, I recommend ditching enemies/combat and fully focusing on the scythe-throwing and creating more puzzle-esque challenges. Let's say you can toggle between different types of scythes during the throw, each having its own effect or something of the like.
i LOVE this mechanic!! played until i softlocked (i think i somehow threw the scythe out of bounds??) really really interesting stuff you could do here. only real criticisms are that i feel like the scythes hitbox should've been smaller to more closely match what you see on the guide, would've made lining up shots with the bouncy walls feel a little less luck based. and to make it so you could throw the scythe while jumping, feel like there could be some interesting puzzle concepts in that. overall though this was neat! good work :)
The scythe mechanic is genuinely amazingly done. Feels great even despite not being able to move while aiming/the scythe is in the air(that would be a great improvement). All of the mechanics you managed to implement to go with the scythe are really impressive and the game feels very full which can't be said for a lot of jam games.
I really enjoyed the gameplay. It is cool that you could make it work over the course of the jam. The only problem of the game is that there are many situations when you can't get any information about the environment(mirrors, platforms, etc) from far away, so you just have to throw a scythe at random several times. Besides, a great game!!
The main mechanic is implemented very well! the levels make great use of bouncing the cythe around. The part in the first level where you need to bounce the scythe a bunch before the boss is a little frustrating though, since you need to throw it in a very specific way for it not to get stuck. I think with some more polish to the visuals and levels, this could be an even better game!
This was excellent, some of the most fun I’ve had in the jam. Very satisfying to pull off trick shots to hit a button. Was able to skip a chunk of the level towards the end with a careful throw – I thought this was cool. For some feedback: I think the hitbox on the scythe may be a bit big – you need to stand dangerously close to the edge sometimes to throw at the right angle, also noticeable when it hits an enemy or boss while the sprite doesn’t seem too close to it. Had a funny glitch where Richard didn’t scale back up after teleporting once so I was controlling this tiny 10 pixel blob lol. Lastly in the town level the black lines indicating which roof tiles were collidable were hard to see against the dark blue background so I was sometimes confused why I fell. Overall awesome amount of content for the jam constraints and great potential to be expanded and polished!
Thanks for playing! Yeah I know about the small glitch and unfortunately I found out after it was submitted. It'll be fixed in a full release. I also know what you mean about the scythe, I think I just need to move the spawn point forward a little and decrease the scythe size. In hind sight, yeah the roof color should've been more obvious. Thank you so much for the feedback!
honestly an extremely underrated submission for this jam! the themes definitely resonated with me and the mechanics kept me engaged the entire time! i wouldnt mind this being a full game :)) GREAT WORK!
This is actually so much fun! Very fleshed out and addicting core mechanic. Great job! :)
Alright I beat all the bosses! Mechanically this is really cool, and honestly a large game to make for a jam (I meant as a good thing), but I think there are several aspects that could polishing. Also if the people who worked on the game are on itch.io you should add them as admins to the game. I think using the scythe to attack shouldn't lock the player in place, but I do understand why that is the case when you throw it, but I think if you let the player move in both cases it would make it feel so much smoother. The computer enemy seemed a little unfair, I think that's partially because of movement stopping when swinging though. Lastly I would add environmental markers to let the player now where to throw the scythe if the target is off screen.
Thank you so much for playing! Yeah I tend to get a little too overambitious with projects so that's why this is a bit long lol. To answer some of your criticisms:
1. Moving while throwing the scythe was absolutely a plan originally but having to implement the animator to contain all the different instances was a bit daunting to me for the amount of time I had so if this becomes a full game you can bet it will have that as a feature
2. The computer enemy was a bit tough to beat for sure. I felt the paper was too easy so I wanted to add a sort of mini-boss type character but balancing was not really done too well on it unfortunately
3. When you say environmental markers do you mean like an arrow pointing to where it is off screen? Just curious idk what you mean by this.
Thanks for also suggesting my friends to get itch accounts. I'll see if they want to get them so they can rate some games. Thanks again for playing and for the feedback!
For 3# yes you could put an arrow for a tutorial section for example, but in other cases you can add dark spots to imply they've been hit before. Other ideas are stuff like road signs or anything else to subtly show where you need to throw, like maybe a collectable you have to throw the scythe at to collect?
Fantastic game! I'm so glad Richard was able to find happiness in the end, really mirrors the struggles a lot of us have. I think with some more time and polish this could be a really cool full game. Awesome job!
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