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Pekman's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Immersion | #1 | 3.500 | 3.500 |
Sound | #1 | 4.000 | 4.000 |
Art | #2 | 3.250 | 3.250 |
Overall | #2 | 3.250 | 3.250 |
Gameplay | #3 | 2.750 | 2.750 |
Stability | #3 | 3.500 | 3.500 |
Innovation | #4 | 3.000 | 3.000 |
Theme | #5 | 2.750 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It was nice game, mostly Pacman clone of course, but the twist being enemies eat your pellets. Now the story wasn't apparent in the game itself, and in the game the theme wasn't obvious. The art was minimalistic but nice, but the health bar was out of style. Maybe it should have been similar apperance to walls? As I played the levels, eventually I couldn't keep up with healthbar decreasing even though I ate pellets as fast I could, and such the end was eventually imminent. Maybe some powerups which would make you prioritize the routes to enable better regeneration of health? Now for the controls, turning seemed bit finicky, as you had to press pretty much exactly on the crossing, otherwise character moved past it. In Pacman games usually you can press slightly earlier to buffer the input, and character automatically then turns when it's at the crossing.
I tried each entry and recorded my gameplay, I play yours at 11:42.
Thank you for playing. I appreciate the feedback. For the story, it was supposed to be that the pekmanikins are trying to replace you as #1 on the pekpoints crypto market (it was just a quick idea that I only had time to write on the game page). For the theme in gameplay, I was trying to go for the enemies replacing the pekpoints, but I can see that that wasn't really apparent while playing it. Art is definitely one of my weaknesses. I don't usually do the art for my games, but I was solo for this one, so that's what ended up in the game. That's a good idea for buffering the controls. I set up a system that snaps you into position if you are slightly off, but since it teleported you, making it too high felt like it was giving an advantage, but saving your inputs would have been a much better idea. Also, in my original plan, there were going to be more (better designed) levels, and I intended to have some power ups, but I ran out of time for it. Sorry it didn't turn out too well, but thank you again for the feedback, and for playing!