I like the concept of the game a lot. There are some issues with the controls but for such a short amount of time I really liked the overall feeling. Awesome soundtrack too. Let me know if you plan to add updates and I would love to keep trying and giving feedback.
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Just Surrender (Community Game Jam 2019)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #252 | 3.000 | 3.000 |
Innovation | #368 | 2.714 | 2.714 |
Fun | #424 | 2.714 | 2.714 |
Game Design | #457 | 2.714 | 2.714 |
Overall | #458 | 2.667 | 2.667 |
Graphics | #565 | 2.429 | 2.429 |
Theme | #573 | 2.429 | 2.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
The controls are not fantastic. They are sticky and floaty. The character has perfect air control, so if you stop going in a direction while airborne, he stops immediately. The jump is not modulable, so there's a standard height, which doesn't feel too great. Some collisions aren't detected correctly, like falling on the lamppost in the middle can be finicky.
The character auto-turns left, so whenever you press Ctrl to chuck coins they tend to go left. When on top of a ladder, pressing down doesn't scale down.
Some AI patrols, some AI is stationary. When you throw a coin to A, they go back to patrolling. B, they remain in the new position. This is terribly confusing, considering the two enemies look the same. I would have added a "go back to position" instruction to the B type.
I didn't know what Alt did, cause I went past the instructions too quickly because there was danger.
I barely ever used the hiding mechanic. I beat the game by falling down the first pit, then jumping on an enemy's head, riding him all the way to the ladder on the left.
Theme: The theme was missed in my opinion. The title and instructions are just a gimmick. The game is about not being caught, obviously. But the game isn't really a liar. The dev may be. :D
Highlight of the game for me was the music. Great job on that.
The controls are not fantastic. They are sticky and floaty. The character has perfect air control, so if you stop going in a direction while airborne, he stops immediately. The jump is not modulable, so there's a standard height, which doesn't feel too great. Some collisions aren't detected correctly, like falling on the lamppost in the middle can be finicky.
The character auto-turns left, so whenever you press Ctrl to chuck coins they tend to go left. When on top of a ladder, pressing down doesn't scale down.
Some AI patrols, some AI is stationary. When you throw a coin to A, they go back to patrolling. B, they remain in the new position. This is terribly confusing, considering the two enemies look the same. I would have added a "go back to position" instruction to the B type.
I didn't know what Alt did, cause I went past the instructions too quickly because there was danger.
I barely ever used the hiding mechanic. I beat the game by falling down the first pit, then jumping on an enemy's head, riding him all the way to the ladder on the left.
Theme: The theme was missed in my opinion. The title and instructions are just a gimmick. The game is about not being caught, obviously. But the game isn't really a liar. The dev may be. :D
Thats a bumpin soundtrack! I had fun trying to beat it!
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