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A jam submission

Luggage LabyrinthView game page

You fall asleep onto an airport luggage claim conveyor belt, and awaken deep within the conveyor system.
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Luggage Labyrinth's itch.io page

Results

CriteriaRankScore*Raw Score
Originality - Does the game innovate or try something new?#34.1674.167
Overall#253.3783.378
Audio - Does the game have nice sfx and music?#263.4443.444
Graphics - Is the game aesthetically pleasing?#313.5003.500
Technical - Is there a technical achievement​ behind the making of this game?#312.8892.889
Gameplay - How fun is it to play?#372.8892.889

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

PROS:

The conveyer belt system is actually quite cool to stay within the grid-based movement, but add variables to the player's movement decisions.

I was actually digging the combat music and the combat experience as a whole looks really promising. It plays well into the theme of the conveyer belt environment and it gives really good feedback for players to know what's happening and make decisions accordingly (even if it does feel a bit buggy).

I was a little confused about what was happening the first time I encountered combat by moving into a bag, but after that the experience made sense to me and actually turned into a good mechanic for player agency about when I wanted to trigger combat or not.

CRITIQUE:

I ran into a couple of "blind corners" that turned into certain death pits that I couldn't get out of because I couldn't out-pace the conveyer. The penalty for this kind of thing in this game is light and that's good, but that kind of death always ends up making players feel cheated IMO.

I'd recommend using a different button other than the "Move Forward" button for attacking since I often managed to finish a combat by spamming the button to attack an enemy and then accidentally moved forward a couple of spaces right when the combat ended. There was at least one death from this and that just makes the player feel dumb.

Enemy targeting in combat feels a bit random. Maybe it's because the enemies are at the top of the screen and their targeting is at the bottom that I don't see the character rotate to aim at a different spot or finish an attack animation, which might trigger new targeting, but the targeting seemed to jump around a lot and made dodging a bit hard to predict.

Developer(+1)

Wow!

Thank you so much for such an in depth review!


We are all super proud to be a part of this one, it's our first game that we've been able to make completely from scratch (including all art and audio) and it was definitely a mad dash at the end to get everything to play nice together.. thanks again for playing. :)

Submitted

Really like the aesthetics, the theme and the animations. The game suffers in obvious areas as a result of being part of a quite short jam, but while there are plenty of kinks to work out this little game has a heart of gold. There is something refreshing about just how bombastic a premise it is and it's carried off with a cool look. I'll be interested to see whether this gets further development.

Nice work :)

Submitted

in a given day, it is atypical for me to find myself fighting possessed clothing.

but i've often wondered what it would be like to do so.

thanks to this game, i no longer wonder.

Submitted

The music really ties the game together and I can't help but get pumped for the fights. The graphics were great as well.


The combat is fun but would greatly benefit from some more feedback when hitting enemies, and I didn't quite get how the dodge move worked.


Submitted

Nice concept! This almost feels like one of those "PS1 Style" horror games that are so popular right now. And the combat system is different to anything I've played so far in this jam. Good work!

Submitted

I couldn't get this to play in Chrome; in Firefox it mostly seemed functional, but on level two I got into a fight that was just a black screen with UI, and when I tried to attack it threw an exception.

The focus on conveyor movement is an interesting one, though; I would be curious whether it opens up any interesting possibilities in level design!

Submitted

Cool concept, makes for interesting level design.

Submitted(+1)

The idea is pretty original, but everything else got old pretty fast.