Play game
2channel: Molalla's hell - 0.1 Prototype (2025 Construct Jam)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #27 | 1.941 | 2.333 |
Theme | #29 | 1.664 | 2.000 |
Audio | #29 | 1.757 | 2.111 |
Gameplay | #30 | 1.757 | 2.111 |
Visuals | #30 | 1.664 | 2.000 |
Overall | #30 | 1.757 | 2.111 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Please share with us the connection your game has with the theme "Tough Choice"?
You have to choose wisely of how you use your supplies, you can choose to either keep going on the level to risk damage or death or go back with less supplies, there's also 2 NPCs you can save or not, but more info is inside the game.
Did you use any third party assets like art or music? If so, which ones?
The only asset i could say i used was just 3 sprites of a already existing game called Syobon Action which is a parody game with 2channel characters (who are public domain) of Super Mario Bros.
Leave a comment
Log in with itch.io to leave a comment.
Comments
I understand the submission is more of a prototype (with a very high amount of content, but still); so, as asked, I’ll give you feedback on the idea. The gameplay loop is undoubtedly satisfying and engaging, and the multiple ideas you’re looking to implement have great potential. I would recommend focusing on a few core mechanics to publish a polished MVP for people to playtest and give further feedback. On a side note, I’m a big hater of slippery platform movement, but in this game it makes sense as it felt more like a quirk of the character I chose / had to play than a design choice hindrance. I’d still think of a way to eventually make the movement less slippery, with items, upgrades and such. TL;DR — the idea is solid, with loads of potential. I hope you come back to it after you’re done with your personal project.
Hey, i got it now. Got the worst ending where nobody survived. Game is little bit hard because the controls are "floaty". Liked how the friends you rescue give you better abilities which could provide Metroidvania level design where you need to collect your friends and their powers to progress the game. (Jump to previously unobtainable heights, break walls, etc..) Anyway making it all by yourself is a feat and congrats on finishing it.
I am very bad with platformer games, so after a few go I gave up.
I didn't understand well how the game works, I tried to collect medicines to help an injured character, but it was already gone when I went back just after a few seconds.
Overall I had the feeling that the idea of the collection of resources is nice and I am sure platform lovers would enjoy more the game once it will be filled with the features you left out.
I like the fact that characters get visible injured and that the resources collection have a scope instead of the usual meaningless coin collection like Super Mario Bros.
I had fun letting the robot shoot laser to the zombie/infected on the platform above, though I am so bad I lost at every round of shooting at least one HP.
It's good that you noted everywhere that the project is not completed, but sometime I thought that that chipped you away maybe more time than just add one more of those features you wanted to implement.
Aside for the game, a couple of suggestion here:
1) The game page need at least one screenshot to attract interest. The game page can be edited after the game jam without any problem, so make it stand out as best as you can to attract players and voters.
2) Don't stress yourself if you can't make what you planned, I always feel like that, but that's part of the enjoyment. Push yourself over the limit, but don't be upset if you can't complete the game or you couldn't do well with the surprise theme. You might not see this now, but all of this will help you to become a better game developer and performing faster during future game development, in addition to learn to take decisions about what to cut out when it's time to cut.
Good luck with your main project that you are eager to go back to! :-)
Thank you so much for the feedback ^^
Also i'll answer every point you mentioned.
The reason a character disappears after you get back to the base is because every time the layout of the base is loaded, the hunger and thrist of the characters gets reduced by 30-40, so they might have died either of hunger or dehydration.
Yeah but i could have spread the resources better in a more fitting way to really represent it like "risk to get more or leave with this". And yeah i really wanted to add the movement based on the character's state and more enemies and levels, but i don't know if i'll even continue this project as it was specifically for the Jam, but maybe i'll add references to it in my main personal project.
Yeah that one zone where you have to let the Mecha-Mona shoot the enemies is quite hard to no-hit sorry about that, that's why i left free HP there.
I just wrote everywhere that it wasn't finished just when the jam was about to end, i tried my best to add as much content as possible but all those global variables and amounts of sprites really got me.
Yeah i didn't add one because of 2 reasons, because i didn't want to make it loot like it's a very cool game when it isn't and because i didn't have a good image neither.
All i can say is, thank you for your words (*゚ヮ゚)
Thank you. I understand the hunger and thirst, maybe next project if you make something similar you can have a starting stock of resources, so when you come back they are already scaled down. I would add a time/life bar for each of these required resources, so when you come back you can check each character and see how much they consumed in the time you spend out. Let's say 1 resource unit per second.
Also showing a timer during the platforming action to let you take decision better, so you know that the character X needs water or will die in 20 seconds, and in the level you can see the time going on, so you can have a more intense pressure on the players and give them the feeling of a "Though Choice". should I stay longer or come back and save at least character X and then repeating the level?
I understand time restrictions on the jam, but if you would like to complete this game or use a similar idea, I hope that the above suggestions would be useful for you.
You did well and I am sure next jam you will did better, maybe having a little bit less levels, but showing a more complete idea about the mechanics :-)
You created a bunch of levels with different enemies. The laser-shooting ones and the ones that follow you are pretty tough! The cat getting bloody is a neat effect, and saving a character is a cool mechanic. Choosing a character for each level works well, but I’d suggest using a button press instead of hover—right now, moving to the “Go” button automatically selects the rightmost character. Overall, great prototype! Next time, add a screenshot on Itch; I almost skipped the entry.
https://upgraded-studio.itch.io/orebits
Honestly, I was a little confused by this game. It feels like the beginning stages of a much bigger idea. Still, it was intriguing and I think with some more work it could be really cool.
I like the idea of base building mixed with platforming challenges to get resources. It's a bit too rough to really get a sense of the whole experience.