Quite challenging as it's hard to avoid all the things, but I still had fun :)
Also, I love the interactive menu, the look of the game and really the whole premise
Criteria | Rank | Score* | Raw Score |
Innovation | #79 | 3.897 | 3.897 |
Graphics | #123 | 4.086 | 4.086 |
Fun | #131 | 3.776 | 3.776 |
Overall | #133 | 3.733 | 3.733 |
Audio | #164 | 3.638 | 3.638 |
Game Design | #167 | 3.776 | 3.776 |
Theme | #632 | 3.224 | 3.224 |
Ranked from 58 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
In order to complete each level, you must steal the jewel and then return to the top, essentially rewinding your steps.
Did you write most of the code yourself and made all the assets from scratch?
I wrote all of the code and created all of the assets myself excluding the font used for the timers.
Quite challenging as it's hard to avoid all the things, but I still had fun :)
Also, I love the interactive menu, the look of the game and really the whole premise
Pretty fun! Though the fact the spikes can catch me if the rope touches is kinda op...
Gave up on the last level cause of that ^^;
Keep it up!
Nice idea, I really like how you make the navigation on the menu. The game is funny but also quite hard. Good Job.
My game is a casual game if you wanna rate is https://misterm.itch.io/mixtape-match , Thanks
Good game! I love the idea, the music and the small details like the main area changing after beating the levels.
The game itself was really well built around the idea and the artwork looks great. Sometimes it looked like I had been caught for no reason, I think the rope was being cut but not sure.
Still, the game is a great entry and I enjoyed playing it a lot, well done!
Would appreciate so much if you could check my game and leavea rating :)
Your rope was probably cut, in the post jam version I'm allowing the rope to get hit twice and reducing the size of the rope's hitbox as well so that it's much easier to tell that the spikes are hitting. I'm also going to create a small tutorial with enemies and items so that the player can familiarize themselves with them. Thanks for playing!
Loved the menu system, pixel art, etc. Had fun trying to evade the guys in the window. Got caught a few times by Boulders? Anyways. Good fun.
Could you please play and rate my game as well?
Wow, I really enjoyed this game! I'm a fan of the stealth genre, and it was a unique take on the theme. I really liked some of the smaller details you managed to put in, like how the lobby area got more decorated for each victory and the sort-of rewind time warp sound effect. I also felt like the difficulty curve was just right; it took me quite a few tries to beat the last level.
Only a few minor grievances on my part: sometimes when traveling back up, spikes would appear overhead while traveling quickly and cut the rope before I had much time to respond (partly my fault for not having a better mental map of the level in reverse), it took a while for me to realize the spikes cut the rope and not the hook, the background music was fitting but got a bit repetitive for me, and I did not find the items/pickups to be of very much use at all after I got familiar with the hook's normal rate of movement and precision. The shield didn't seem to protect me from the things that were most dangerous to me (spikes, wall goo + spikes). Thanks for sharing your game, very fun!
Thanks for playing! My plan for the spikes was that the player would have to remember where they were positioned so that they wouldn't encounter them on the way up, but it wasn't the right choice looking back at it, it makes the game more frustrating that it should be. Someone requested for the player to be able to pick the items at the beginning and take them into the level with them instead of spawning randomly around the level, and I think that along with increasing the items' power will make them a lot more versatile and strategy based. I might allow the shield to stop the player from being stuck, and I'm planning on also adding a rope shield in the post jam version as well, which I think will be a nice addition, maybe I'll include some sort of synergy between them. Anyways, thanks a lot for the comment, it really helps!
Really nice entry! I loved the menu. Could be a great IOS game with a bit more content. Great entry!
Great game, I really like the idea, is a great way to see the theme. But the spike leves was hard to figure out what happen, maybe cutting the rope at where the spikes touch the rope can help to make it clear.
Good job!
This is a really great game! The concept is really unique and it's very original for the theme. The game is also very polished and it looks great. I especially like the way you did the menu. It's very cool and it also immediately introduces the player to the movement mechanics. And the extra additions once you complete the levels are also a really nice touch.
The music is a tiny bit repetitive, but I really appreciate the effort of every level having it's own music and the music changing once you steal the gem.
The items might need a little bit of work. The clock is (like you mentioned) a bit underpowered compared to the rest. The items are also never really necessary, since they spawn randomly. Maybe if they had fixed spawns, or if you could pick and bring one or two of them with you into the level, it would allow for more planning and strategic play.
I also got stuck in the slime for a really long time, a couple of times. It feels like the time is a bit random. Maybe you could make getting (un)stuck more explicit by adding some sound effects?
I really like this game, well done!
I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D
Thanks for playing! Sorry about the music being repetitive, that was the last thing I got to and I'm not experienced at all in composing music, so I try to make it sound somewhat decent. I really like that idea of taking your items of choice into the level, I think it could really work and replace the randomness with strategy. Each time you get stuck in slime, you must make 8 inputs before escaping, and I didn't include any randomness there, but I will definitely add a stuck version for the hook that lets the player know that they're stuck as well as more feedback for the player trying to get unstuck. I appreciate all the feedback!
Ah, that explains the slime situation. I thought it was a fixed amount of time, so I just held a button and waited, before finally getting frustrated and spamming the keys :D
I guess that, since you have so many mechanics in your game, you should probably explain them in game as they get introduced. It also took me a while to figure out that the spikes also affect the rope, while all other stuff is only concerned with the hook. Its a fine mechanic that way, but it's not intuitive at first and probably requires some further explanation. Or you could visualize it by visually snapping the rope when the player hits a spike, but that's a lot of extra work of course. I know you explain everything in the description of your game, but I think that 99% of people (including me) are to lazy to read the wall of text and just want to go straight into the game.
TLDR, include a tutorial/explanation within your game. (As I also found out with my own game)
This game is really interesting and unique. But i felt that it is way to punishing. You don't tell what exactly "Caught" you. In level 2 at times i barely took the gem, and suddenly and for no apparent reason i was "Caught". Also you can't go fullscreen.
I used a different Unity template, so sorry for no fullscreen, and the spikes definitely need to be changed as well (which is what caught you in level 2). I have all of the enemies and hazards listed in the description, but post jam I'll have a proper tutorial in place as well as less frustrating spikes. Thanks for the feedback!
Howdy!
The hub world is a really cool and creative way to give the player a tutorial and and level selector in a two for one combo pack. I definitely agree with the other comments though - more teaching is required. It felt kinda bad to be ascending and get killed by a spike you couldn't see until it just barely came on screen. I really loved the game design, and the art style and sound were very pleasing. I especially liked the detail you added after every gem capture. Great job, I had fun!
I've been getting a lot of comments about spikes, they'll definitely need some fixing or at least be introduced in a better way, why not both? I'm hoping to have a simple tutorial stage post jam that will familiarize the player with all of the enemies and items, I should really start keeping track of what to add. Thanks a lot for playing as well as the useful input!
I like the game, especially with how the menu is structured.
I think you really needed to introduce the spikes more gradually. It took me a while to find out that they were actually hitting my rope, and even when I put that together, I still wasn't *entirely* sure that was the case. This is made even more problematic because the first level sets up the expectation that the rope is inconsequential. More visual/audio feedback would help in this department. Maybe something like the spikes cutting the rope? Pretty much anything to show that the rope is what's being affected.
Agreed, I'm even considering the rope needing to be touched by spikes twice (with a rope tearing sprite for the first time it's hit of course), and I'm definitely going to add a proper tutorial in the post jam version. I think I mentioned this on another comment, but I'm also thinking about the spikes flash a different color when the player is in range, but I don't know how effective this will be. At least playtesting exists lol
Thanks! I didn't want to go with a traditional menu system, and I figured that giving the player a small reward other than unlocking the next level after each level completed would be a nice touch. Maybe in the post jam version I'll add some more unlockables, such as more items and maybe even new game modes.
Really fun game, with an interesting concept, and great menu system
Good Job!!
Rate my game if you want :)
The idea of putting all the menu stuff in a place where you can move around and learn the mechanics was really smart. Though the game was a bit too challenging for me.
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