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Inside Earth's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #7 | 3.813 | 3.813 |
Originality | #9 | 4.063 | 4.063 |
Theme | #13 | 3.875 | 3.875 |
Overall | #16 | 3.575 | 3.575 |
Audio | #35 | 3.188 | 3.188 |
Art/Graphics | #66 | 2.938 | 2.938 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did your team create most/all of the graphics yourselves?
Yes, we created all graphics
Did your team create most of/all the audio yourselves?
No, we used free audio
How did you incorporate the theme "INSIDE OUT"?
The world has turned inside out and gravity has gone along with it.
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Comments
This was the first game of the jam I played, you deserve it all on the theme, the minimalist art and the gameplay, loved the skills and progression that talk very well with the level design, though I also got a bit stuck at the boss like everyone. Certainly in my Top 5!!
Thank you so much for your positive feedback!
Very good game! Great take on the theme. The platforming usually felt good aside from not being able to double jump at certain times for some reason. One thing to consider (is probably not intended) is you are able to get the key without getting the blue orb first, making it impossible to get out and you have to restart the game (unless there was some insane way to get out that I wasn't aware of). This soft lock could be very frustrating for some players. The boss fight hitboxes also felt a unfair, but the fight is still very doable. The boss fight itself is very unique, and is an awesome addition that plays into the strengths of the game's mechanics. I did find myself often confused not realizing I could do something, but perhaps this is my fault and not the games, lol. The music felt like it fit, and the art style was pretty good. Overall, great game!
Thank you for playing and for your feedback. We will take a look at the softlock, that was definitely not intended to happen. I am wondering though how you are able to get there without the double jump.
Idk how I did it, but I did it after a few tries cause I remember trying for 15 minutes to get out but I couldn't. The next playthrough I found the blue orb and THEN went to the key and getting out was super easy that time.
Ok, thank you very much for the details.
This game is one of my favourites so far. It took a bit for me to get used to the controls, also I didn't see instructions on how to attack and dash but figured it out and eventually unlocked the door with the key. This was a lot of fun, good job on your entry. I thought the spinning levels was very clever too
Thank you! Appreciate the good feedback and thanks for playing.
Creative interpretation of the theme, interesting concept navigating through the different rooms, great work!
Thank you so much!
Thank you for playing through the whole game and the feedback!
This was really fun to play! The controls were so satisfying
Thank you for the feedback!
Really fun and unique! Great take on the theme and the controls are super fun to play with. Excellent submission!
Thank you very much!
I think you have a good chance to win
Thanks! You too ^^
My feedback for Inside Earth:
What your game does well:
Your game incorporates the theme 'inside out' with its setting.
The character's movement and attack actions felt good to do. The gameplay stayed fresh every time a new ability or item got introduced (like the air dash)
What your game doesn't do well:
The biggest issue with your game is the jump action. It is not responsive 100% of the time, and the level designs depend on it a lot. I found myself not being able to get out of areas for a long time because when I try to perform a double jump the game decided I couldn't perform the second jump. The success rate felt random, as I couldn't figure out the reason why.
1 smaller bug is the inverted gravity when the character gets close to a rooms origin point. The gravity will rotate itself increasingly fast.
Areas of Opportunity:
Once the player obtains their weapon, find a way to teach them how to use it. There was no explanation of how to use it found anywhere. I would have given up on attacking enemies if I didn't randomly click my mouse button. The quickest solution is to write it down in the game description. Another solution would be to put a UI bubble directly in the game.
I hope this feedback helps for your next game!
Wow! Thank you very much. The problem with the double jump not working is a known issue but we sadly didn't have time to fix it. We also see that we didn't make a very good job at teaching the game's mechanics as our friends also had a hard time figuring everything out. Next time, we will definitely try to include some playtesters, because I think that will help a lot.
Amazing game! I love the mechanics and the design
Thank you
very good up until the boss fight because i dont know how you're supposed hit the boss without taking damage so i died so many times i couldn't count and the walk back to the door was so goddamn annoying i couldn't take it anymore.
Thanks for the comment,
I think we did make the boss fight a bit too difficult and unfair for the player, but there is a short cut to get to the boss faster if that could have helped.
oh didnt see that
Great detail! Loved the style of art. The mechanics and design are impressive. Can tell you put a lot of effort into this. Had fun playing it!
Thank you for this awesome feedback!
This was a great little metroidvania. I love how much thought you clearly put into designing the levels to work with the unique inside-out gravity along with metroidvania mechanics, making it just barely possible to open up new areas each time you get a new skill. It was challenging but tight, with no filler. It really felt complete.
I've played so many metroidvanias and they can get to be the same after a while, but this brought something new for me! Things I usually take for granted, like that you can bridge the same gap whether you dash and then doublejump or doublejump then dash, are no longer true in this world you've built. So planning out the movement path was a fresh challenge.
The world map was a nice detail, it felt very polished. And I'm glad the boss doesn't regain health when you respawn, because I'm terrible at boss fights and had to do it like 6 times. I appreciate the alternate fast-path you put in so that you can jump from the spawn point to the boss door quickly. The entire design is very thoughtful.
The only detail that feels missing is that the extra-jump diamond graphic doesn't change when you intersect with it, it only changes when you jump using it. This left me often wondering whether I'd mistimed my jump or whether I'd missed the hitbox on the diamond.
Overall I loved it, my compliments to the team!
Thank you for this extensive feedback! Very interesting to hear how you experienced the game.