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Scaling Perpettua's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #2 | 4.000 | 4.000 |
Overall | #4 | 3.926 | 3.926 |
Creativity | #6 | 4.222 | 4.222 |
Quirk | #17 | 3.556 | 3.556 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How can people find you?
https://www.dylanjai.de
Language/Framework
Godot 3.2.3
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Comments
Here's my live reaction to playing your game
Thanks for uploading this! Yeah, you encountered a couple of issues I was aware of but didn't have time to resolve - in particular the movement controls (which I've already been working on improving), and the potential softlock on stone tiles. Also, I should have explained how the hearts work: for each floor you fall, you lose 1 heart when you land, which is why you died upon falling in your first run (it was 3 floors) but not the times after.
No worries, it's a game jam and you made a prototype from which I think you can keep polishing and improving on because it is a fun idea. The heart thing was easy to understand once it happened. :) great work!
Really cool mechanics! Clearly a game designer at heart :-)
Wow, thank you so much!! As someone who's wanted to get into game dev for a long time & is just starting out, this is a huge compliment! :D
This game is fantastic. Well thought out, challenging, and fun. 10/10 would play again! I felt like I was Indiana Jones trying to make my way through to some ancient artifact all while trying to avoid trap floors. Only the traps were my own doing!
Thanks for playing, I'm glad you enjoyed it! :)
You tricked me and I don't like it! But I do like it because it means you thought about the design and how the player would think and react and that's fantastic! This game is solid and I think it was very creative! Nicely done :D
Thank you so much for the kind feedback, and also for playing it on stream! Unfortunately I saw the notification about the stream a little late, I wish I'd been able to catch it! :)
I'll try to get around putting it on the YouTubes and I'll link you to it when I that's done. Considering my schedule...probably won't be until next weekend or so
I like the idea, how simple it is but yet creative and new. Also I appreciated how the difficulty was growing quickly, sometimes I get bored with these kind of games because you have to go through so many easy levels before it starts to be fun, but here was different. Very nice game! I enjoyed playing :)
Wow, thank you so much! That's really lovely feedback!! :)
Nice game! It had nice graphics, and some fitting music, and the gameplay was great. I loved how strategic it was, especially planning ahead if you fell. The movement was a little confusing at first, with inputs not being registered, but you get the hang of it. Good job!
Thanks for the feedback! I definitely intend to improve the player controls :)
Very well done, looks, sounds, and plays great! I like how the lock/step movement jives with the music and adds to the suspense, I got really nervous many times even though I pre-planned my routes. Now, if only I had packed a way down... :D
This game is very well done! I love the idea and how it adheres to the theme of the jam. Mechanically, it's very simple yet it makes you think, which is perfect for a game jam. Also, I really like the art style! Really nice job.
Thank you so much! :)
Good Submition! And the game was definitely not on the easier side. You actually had to think before you move or you'd just fall down the tower :)!
Thanks, glad you liked it! :)
Great idea and great execution, everything was definitely broken by the end.
Thank you, I'm glad you liked it! :)
I like your game. The learning curve is very good for this short adventure. Could be build in into a bigger game as a dungeon puzzle.
At first I was irritated, because I couldn't hold the buttons to move. I miss some sound effects (like foot steps or falling planks). But these are only a small issues.
All in all a funny game :)
Thanks! Better character controls & sound effects were unfortunately both victims of the time limit :P I do hope to continue working on this, and I'll make sure to add both of these things you mention :)
Really nice idea. It reminded me a alot of some gyms in the Pokemon games and the Rayquaza tower in Pokemon Emerald/Sapphire/Ruby. Also really nice twist about leveraging the fact that certain items can be reached through intentional falling.
Would have loved to hold down my WASD keys for movement and maybe optimize the loading time for when a new scene is loaded/generated.
Thanks for the nice feedback! Yeah, improved player controls was one of the things from my to-do list that didn't quite make it in before the submission deadline :P and I can definitely also work on improving load times! :)
Good game! I enjoyed playing it, however I encountered a big issue: if you step on all squares around exit, they will never recover so you'll definitely die even if come back from previous level
Thanks, I'm glad you enjoyed! And this behaviour you describe is actually intended - most levels have at least 2 possible paths you can take from start to finish, so if you make a mistake you should be able to recover, but too many mistakes will end the run. I guess this does seem a bit out of place since currently it's a pure puzzle game, but my idea for this game was also very inspired by roguelikes. So hopefully with more time to develop, this behaviour will make more sense :)
Not bad idea, work on this game some more. Very good potential.
Thanks! I intend to work on it more, in fact I have a few ideas already :)