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LoveWire's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1 | 5.000 | 5.000 |
Mood | #1 | 5.000 | 5.000 |
Presentation | #1 | 5.000 | 5.000 |
Fun | #1 | 5.000 | 5.000 |
Overall | #1 | 5.000 | 5.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Right off the bat this is certainly the most innovative and creative concept that I have seen. I don't know what inspired you all to pursue this idea but I'm glad you did. That being said, I think there is an ambitious amount of elements thrown into the platforming specifically: enemies bouncing around, throwing the tether nodes, zipping to a node, and finding which icons to connect for the dating element. There is a lot of stuff to keep track of there and it sometimes overshadowed the genius of the concept a bit. That is just a minor polish critique but the game is fun, replayable, and again absolutely imaginative. --- This game had the most innovative concept out of everything I played. As someone who loves dating sims, I was really impresse by how you integrated this genre with puzzle/platformer gameplay. The writing was hilarious, and I thought the overall presentation really contributed to the feeling of being inside someone's brain, haha. Amazing work! One improvement I'd love to see is reworking the "sling" mechanic a bit: it felt a bit clunky to use/pressing shift usually didn't end up sending me in the direction I thought it would. --- 36/40
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Comments
Wow!! I really want to say I love how innovative the mechanics are here! You expanded past the idea of a typical visual novel by adding a type of platformer element to it! I have never seen a game do that before, and I'm not sure what the process was like coming up with that idea, but it is pure brilliance! ^ ㅡ^ The color palette work so well together, and the sound effects are spot on! :3 Art is too cute for words, and kudos to you for drawing out your entire logo! Must have taken quite a bit of time.
Honestly, given the time constraints, I think your game was really well made and well polished! Things I would have loved to see is maybe a sneak peek of some dialogue above each choice you connect to. :D But the mystery of not knowing is what makes it fun, so not sure if that suggestion is warranted.. HAHA!
Overall, had a blast playing! ^ㅡ ^
I'm glad you liked it!
I think that our lead artist, @brig_drexel, really outdid herself, especially on the game logo. I'll pass on the compliment!
That's a good idea about dialogue previews. We want the player to feel that they have some control over what they say, but we also want to keep things a little goofy and random. A couple words above each connection choice could help with that.
To be honest, we were originally not going to have any dialogue, which would have been a very different game haha
I really loved this! The idea of combining genres is always appealing to me, and I think that you did an absolutely wonderful job here!
I thought that it was super clever to make the "play game" main menu screen a platformer, although I must admit that I sat there a bit confused for a little while before I figured out what was happening. After that, it went really smoothly and was a lot of fun. I love the combination of art styles that you used for the dinner scene as well as the platformer and was impressed with the sheer amount of content!
Since I was playing on a trackpad, it made everything a little bit more difficult, but I could get through it okay. Left shift was mildly difficult to use but it turned out fine in the end. I really liked the sound effects and found the little touches of feedback (ex: brain juice when you land on the platforms lol!) very nice. I do wish that there could've been some background music playing to help emphasize the romantic environment/add some more atmosphere to the game since all I could hear was brain noises, haha.
Super great job, especially for only a week!
This was a really fun game! It took me a bit to get the controls down but I really liked the idea that instead of losing health your character would just spout random mean things. My one gripe is maybe some soft music to play in the background, it felt a little eerie hearing only my character's plops against the ground lol, but this was a really great game, good work.
This is probably the coolest concept I've seen so far! I love how seamlessly it fits with the optional theme and the combination of a platformer and dating sim! The art fits well with the game and I find it really cool that when you get attacked by enemies, it corresponds to saying something awkward and unfitting to your date.
My feedback would be that the controls feel somewhat awkward, especially the left shift. It was difficult for me to get on the ledge using left shift and I kept missing a ton of times. Also the number of enemies became too much in the later levels so I ended up losing a lot. But I really enjoyed the dialogue of this game and the strategy involved!
Honestly though, why would invade Russia in the winter?
I liked this concept a lot! The conversation on the side had me running into enemies on purpose sometimes just to see what ridiculous thing would be said.
As for critiques: the controls were a bit floatier than I was expecting for a precision platformer, and I never really got used to the platform width being a little smaller than is shown.
But aside from my nitpicks, excellent work making this charming and fun game!
This is a great game. A nice combination of a dating sim and a platforming game, the picking and tossing mechanics are good fun and the graphics are awesome. It is a bit hard to tell what each combination of symbols would do, but otherwise great work! Keep it up!
I really liked the concept. I think the idea of the game opens up a lot of avenues you can take with the story. I enjoyed the dialogue that happens when certain things happen (when you connect two wires, or if you hit the floating enemies)
Personally, I thought that the floating enemies were too much especially in the later levels. I also didn't quite understand what each of the symbols meant.
Thanks for checking our game out!
We definitely agree with you that the floating enemies were too difficult in the later levels. If we had a bit more time, we would've implemented an invulnerability window after getting hit, which hopefully would alleviate that a bit.
The game came out a lot harder than we intended. This is why you should always leave room for playtesting in a game jam! ;)
Loved the idea behind the game, I think it fits the Jam theme really well. One improvement that could help is making the movement a little less floaty, to make some of the jumps more consistent.