Wow , that's a nice game ... Being simple , it is very interesting and I loved it ... Keep it up.
Play game
Why not together's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #792 | 2.897 | 2.897 |
Theme | #833 | 3.000 | 3.000 |
Fun | #898 | 2.828 | 2.828 |
Audio | #933 | 2.552 | 2.552 |
Game Design | #934 | 2.828 | 2.828 |
Overall | #982 | 2.724 | 2.724 |
Graphics | #1408 | 2.241 | 2.241 |
Ranked from 29 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?
you have to get together
Did you write all the code yourself and made all the assets from scratch?
yes
Comments
Hey, nice work! Loved the sounds and enjoyed the puzzles ^^
Please rate mine if you have time:
I've rated your game, which is what matters, the comment was optional.
I don't understand why people give reviews of jam games. They are rushed, incomplete and often random. The goal being to work on skills and learn something. The bonus: maybe be known for your project at the end.
You could have asked for more details, but saying that you feel bribed is just, oh boi... I've told you you did good overall, and I've told you my specifics points, which are maybe common, but hey, there's nothing much else to say. Just watch my history of comments, kind of all the same, but you're the only one not happy.
So if you're conscious of what you did with your game, just take the good comments, give back, and work on your updates.
If not, well, delete that message and stay high up above among the gods where you were before my comment forced you to go down a little bit to interact with a mortal being ☺️
Here's the story:
There's a lot of things that are not like I wanted in my prototype. But I have learned so much. Among other things during 5 days, I've written a 338 lines script in one night just to manage the 3 stages of my boss. No copy paste, no tutos, no nothing. I'm coding since 4 months and damn I felt like I did this my whole life. And you know what some people said? "Your boss doesn't move", "it's boring to just click to shoot a fix target". You know why? Because time. They couldn't pass the first stage and see changes because time. If i had the time to fixe the colliders issues, and the UI design, they would have had a whole other experience without touching the way the boss act. So what people say isn't what is needed to make the prototype of a jam better. It is just time.
Here's the point: If you want your prototype to be better spend more time on it. Jams, like everything else, are for you to skillUp. The rating that comes after may gives you satisfaction and/or extra motivation to go forward, and free marketing can be helpfull, but that's about it. It's about you the whole way. Even making games it's personnal actually. At least I think so. The best games are not made to please people. They are the ones made with integrity by people who loves challenges and adventure. Those are the games that make you feel something beyond the gameplay. So according to what reasons you are here I can understand how you reacted, but the reasons why you are here, are not the reason why the jam is.
If you don't want to rate my game, don't. It may be a personnal development tool disguised as a competition, it's still a competition. Or you compete or you don't. You wanting something else is an entire different story.
And if you want an other story here's one:
I have downloaded, played, and rated 79 games. I was always fair in my ratings and always kept in mind that it's a jam and i'm playing prototypes, what most people seems to forget and talk about it like they are freaking AAA games on steam. Anyway, you know how many people rated my game back? Well, 30.
2000+ devs, 79 ratings, and just 30 ratings back for a prototype that I skipped sleep for it to happen.
I never wanted to comment or to have comments. I really don't care about it. But I forced myself to write at least something nice after rating for a simple reason: you all had the same experience than me, and you deserve to know that your prototype has been rated and will have +1 chance to get to the 20 rates needed. That's the end game of the jam process and that was my mindset. But I quickly realized that very few other had the same. So I've started to add a line down my comments to remind people that it's basically the rules of the jam. It's not about "if you comment well I will rate yours". It's about making the process happen and see all the prototypes good enough go to the next stage fairly.
I understand your point. I do not think of games from a AAA game perspective(if I did my ratings might have been higher.). I want to help people improve, I give them my view of the game and how I think it could be better. Just knowing what is good is not enough to help someone. Just knowing what is bad is not enough to help someone. Sometimes even telling both is not enough. The point of a jam is to have fun and try and improve. Learn what can make your games so much better. Sometimes people can see what you can't. remove the dishonest reviews and look at the ones that are honest and constructive. learn then improve, instead of struggling to do it yourself. I get your point, but I do not feel like it is 100% accurate. Not everyone does these for the same reason. The jam is not made just for improvement, but to improve and have a fun time doing it.
Very nice puzzles, yet still hard. Fits the theme well and is really fun. Graphics aren't really appealing to me, but sounds are pretty good. there are some bugs especially with the sand. But for a game made in such a short amount of time it is very good.
Hi! I've played this for a while, ts a solid game!
The visuals are not appealing, saturated colors dont always work for a GUI! I've already seen comments pointing that out, so Im not going too deep on that.
Characters look good, maybe consider adding some animations for them in the future?
Some sfx are too loud, but other than that, the sound design works!
I liked a lot that you inlcuded a lot of settings for the user at the beggining! Nice work!
Really nice game. The one thing I'd say is that the shifty sands level was confusing as I couldn't figure out what to do. Really nicely executed game though good job!!
I would change the graphics to something milder, more pastel colors as these seem a bit too in your face. Also, I would make the wall and character colliders smaller as sometimea you don't fit in between the gaps easily. But as a game jam game, it's good. For the future if you want to improve it to release it as a full game maybe you could consoder these :)
I liked breaking the game with the shifty sand. D:
nice little game you've got there.
Thank you. could you please list detailed feedback here or do this forum https://docs.google.com/forms/d/e/1FAIpQLSf7Nod2I3d5sEV-g3yUgdPOolAWHMeNhWmm4LD5... (sorry I am bothering you with this)
Very solid game, the UI lets it down a little with the appearance and graphics, also large blocks of text with white font makes it hard to read and understand what to do but when I understood this the game was rather fun. The UI needs a big buff to take this to that next level.
Good work overall
Solid take on the mirror-movement type of puzzle game. There were so many levels, I didn't make it through them all but I definitely played more than 10. Level/Puzzle design was pretty good. Decent difficulty curve throughout. Some feedback there: some levels don't have border walls so you can walk out of the screen. Also not a huge fan of sand potentially shifting you into a wall and soft locking the level, though its not the end of the world with the ability to instantly reset the level. Although sand also led to some scenarios where I could cheat the intended puzzle by just getting lucky with where it places me.
I liked the music a lot and multiple tracks a was a nice surprise. But I liked the sfx less. Ice collide sound a little annoying since I pushed people against the ice to solve puzzles. Same with switch sound it's just a little too loud and frequent. For the art, characters look solid but the tiles could be better.
Overall a good game, I had fun playing.
Overall the concept was interesting. I made it to the second level? (the music changing level) Also I rather enjoyed that you could change the octave of the music even if it was more of a cool mechanic and not related to the game. If you implemented such a mechanic, I would suggest making that integrated with your game somehow.
The only thing I suggest in the short term is change your collision area. Either a) make paths a bit wider, b) make the characters smaller or c)change the size of the hitbox to the path. When I got to the music change level I tried to get past the slippery sand and they collided with the wall and were unable to move anymore. I saw you can press R to restart the level but it failed on multiple occasions.
Also, your in game instructions don't say to use spacebar to interact so I didn't understand until I went back to read the page.
Keep up the good work!
The theme doesnt fit alot, but the gameplay is fun. I dont really have anything else to say about this
The idea and execution is very good though there are some bugs and the graphics could use some work.
The concept of this game is cool and it is also well implemented with some exceptions. Obviously the graphics could be improved upon and the main menu is very confused. The pixelated text is hard to read on top of the levels and having the shifty sands be a mechanic that only makes you reset at random times is a bit dull (maybe they could always push you a certain direction, making kind of a one way door), but other than that your level design is very good.
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