Cool game I like the game mechanics, it is very difficult to control though, I had a lot of trouble with the wall running on the first level and when the hidden/ fake blocks first get introduced. Nice game though, I liked the music.
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Illusium's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #339 | 3.423 | 3.423 |
Innovation | #497 | 3.038 | 3.038 |
Fun | #503 | 3.115 | 3.115 |
Game Design | #518 | 3.192 | 3.192 |
Overall | #589 | 3.026 | 3.026 |
Audio | #673 | 2.808 | 2.808 |
Graphics | #953 | 2.577 | 2.577 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
Some objects are fake, some are real, and some are hidden- thus, it can be said that the player's perception is "fake". Very intriguing mechanic!
Did you write all the code and made all the assets from scratch?
I wrote all the code from scratch (barring a few tutorials here and there) and made all of the assets from scratch as well (other than the music, which is royalty free).
Comments
Really fun game. I was having a hard time at first to coordinate jumping and running over walls jeje but after a while it was easier. Interesting concept. Overall solid game! Keep it up!
This was a neat concept! The first-person platforming was interesting, and I thought mechanics like the wall jumping were really cool. With it being first-person, though, it was somewhat hard to see the hidden platforms beneath you when jumping, so I'd recommend tweaking the camera a bit. Also, the music cut out on my end after a few minutes, leaving everything silent. But even still, this was an enjoyable platformer and a fun time overall. Good work!
Great parkour stuff, a bit difficult at the beginning, but fun nonetheless.
I liked the game! I think it is a bit difficult because you don't have much air control of the player. Despite of that good job!
I love parkour games! Maybe adding more aerial control would be nice, because its almost impossible to change directions mid-air, but that depends on you as a designer, what feel do you want to transmit. What I feel a bit discouraging is the energy bar, it takes way to long to recharge, and if you run out of it, you need to wait 15 seconds just so it can recharge again, that felt wrong.
But anyways, I enjoyed the game and had some fun playing it, so good work
Okay, the game is great, also I love it because its a parkour game :D, but I have some suggestion the Xray mechanics is good but the duration of using it is pretty low, maybe extend the duration of using it or maybe permanent and also the music didn't loop, but overall good job!
Okay, detailed feedback. Hope you do the same for my game.
1) The movement. You should've definetely work more on movement systems, because your game is all about it. They feel bit sloppy and shandled. Main reasons are: too slow countermovement, so character slides off the small edges and disabled movement while in the air.
2) Music didn't loop. Game went silent when music stopped :)
3) Graphics look nice, but there is the point where you have to jump off the bouncy platform. I didn't realize that, because there wasn't any background or some "air" effects to relate my position to. Took some time to figure that out.
4) The Xray mechanic. It should definitely be permanent, and shouldn't have any cooldown. Liked the implementation tho. Works good.
This was a fun game!! I really love the idea, I think it fits the theme really well. Here's just a few feedbacks from me:
1. I played quite a few parkour games, so I think I picked up the game pretty well, but it is hard to master. I think the platform is a bit too small and slippery as I often got thrown off of the platforms with just the slightest bit of movement. Not sure how the coding works, but maybe I'll ask my partner to add in if he's available later as he did all the programming for our game.
2. Personally I think it would be easier to have the left click invisible platform detection mechanic to be permanent or at least with shorter cooldown. I often got stuck in some platform because I have to wait long for the cooldown to be able to progress.
3. The quit button in the main menu doesn't work and I wasn't able to go back to the main menu while playing the game.
4. Not too important for the game mechanics, but as an artist, I think it would be better to have a different texture for the bouncy platform as the texture right now looks a too rocky and it doesn't indicate it's a bouncy platform.
5. Just another small thing, but the music doesn't loop.
But I personally think this game was fun. My personal favorite is the wall run/wall jump mechanic. The music choice was great as well, I think it fits the game really well. I hope you continue polishing this game after the jam, I think it's a really fun and has potentials!! I look forward to it!!
The partner here.
I love parkour games and since I'm used to the parkour mechanics in games like Mirror's Edge Catalyst and Dying Light 2, landing jumps in this game feels slippery which caused me to fall off the small platforms most of the time. Also it felt like the left click bar gets depleted really quickly and it takes a really long time to fill up. I really like how wallrun works in this game though.
Overall seems like a really promising game!
I love the concepts, it reminds me playing dani's game but added some hidden concept just to fit the theme of the game, more like speed run, well played
I liked the game, the wall running is very fun. I love the concept and it has a lot of potential! You asked for a detailed review so here is a bit of a brain dump (sorry!).
I often had trouble with slipping off platforms that I had landed on and with my momentum carrying me past my targets while in the air. How you want to deal with this depends on what direction you want to take your game if you want the player to be thoughtful and precise maybe add in greater friction and air friction to help with those precise jumps and prevent them from slipping off. If on the other hand you want a sense of momentum to carry the game along (I think this option is hard to go for with invisible platforms) maybe add in some coyote time after the platforms to give a little more leniency on the jumps as well as some more side to side acceleration & turn around from the controls when in the air. I also think that the default in game mouse sensitivity could be a bit higher to help with wheeling around to jump off the platform behind you. The last comment is that spawning in facing 90 degrees from the path your going to take every time puts a break in the gameplay loop that can mess with the flow of getting a difficult level down.
Over all great game, I'm not an expert on any of this so take it all with a grain of salt I'm just doing my best to give detailed advice based on my experience!
I liked the game, the wall running is very fun. I love the concept and it has a lot of potential! You asked for a detailed review so here is a bit of a brain dump (sorry!).
I often had trouble with slipping off platforms that I had landed on and with my momentum carrying me past my targets while in the air. How you want to deal with this depends on what direction you want to take your game if you want the player to be thoughtful and precise maybe add in greater friction and air friction to help with those precise jumps and prevent them from slipping off. If on the other hand you want a sense of momentum to carry the game along (I think this option is hard to go for with invisible platforms) maybe add in some coyote time after the platforms to give a little more leniency on the jumps as well as some more side to side acceleration & turn around from the controls when in the air. I also think that the default in game mouse sensitivity could be a bit higher to help with wheeling around to jump off the platform behind you. The last comment is that spawning in facing 90 degrees from the path your going to take every time puts a break in the gameplay loop that can mess with the flow of getting a difficult level down.
Over all great game, I'm not an expert on any of this so take it all with a grain of salt I'm just doing my best to give detailed advice based on my experience!
Bit tricky to maneuvre but I liked the mechanic of being able to see hidden objects with left click! Also, wall running is fun :D
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