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Randy & Manilla's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #53 | 3.182 | 4.500 |
Art / Graphics | #57 | 3.182 | 4.500 |
Overall Fun | #57 | 3.182 | 4.500 |
Controls / UI | #61 | 2.828 | 4.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre #1
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating #2
Family Friendly
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Comments
Fun Factor: 3.5/5
Overall Difficulty: 2.5/5
Style: 4/5
This game is very creative in worldbuilding, the art style is simple and colorful, and works very moothly. On top of that it is very easy to grasp and understand how to play, albeit the ship controls could benefit from an inverted y axis option and a spinning control lol. It could open the door for proficiency in educational games On top of that, the game has attention to detail and it is clear that there is some love put into it. Keep the great work!
Hi Lemon, thanks for your comment, although in the case of the inverted controls for the ship and camera they had them in previous versions, but I changed them because they felt weird to others too. It's more of a habit issue that should be solved with customizable controls.
About take Randy & Manilla into the educational field, It would be an entry into spin-off territory that might fit with their kid designs. However, it would also feel like that moment in the 1990s when the big videogame mascots tried to enter the educational field (some poorly executed, others decent), or perhaps even reference at Baldi XD.
I played this game on my stream (VOD), and you were there too :)
Overall, we had a lot of fun playing this game! I think this is one of the game that we'll want to play even after Feedback Quest is over.
It was amazing how many different minigames there were that we encountered!
We were really happy that we could play as Manilla later on, though it would be nice to also be able to play her in the earlier levels with the bash and blast skills like we did with Randy.
During the last stage we were in (fighting the bad guy), it felt a little odd that we would change characters depending on who won the minigame. For example, we started with Manilla, but we lost the minigame, and we started controlling Randy. After Randy lost a minigame, we were controlling Manilla.
Also, you mentioned that if Randy & Manilla tied, then we would have to restart that level. I suggest having an odd number of minigames, or maybe letting the player choose who would move on to fight the boss.
Another suggestion for improvement is in the spaceflight part. Maybe have an autopilot for people who might have trouble like we did? I think we spent quite a while trying to find the original route and getting to the next point..
This is a really fun game, and kudos to you for all the hard work making the various different games and levels!
Hi AtasFun, thanks to play Randy & Manilla, although I can take into account some of your suggestions, the truth is that it needs a lot of clarification because it isn't as easy as it seems:
1. If you play the game even more, you will be even more pleased that Manilla's participation increases with the passing of the Net-Cubes.
But there is a problem with asking for Manilla to be playable from the first Net-Cube.
Terra-Qubit is intended to be a Randy-exclusive Net-Cube, and by doing so it makes better use of the potential of the aforementioned character. If I decided to include Manilla as well, it would be extra work to design new levels that fit the character's mechanics.
Ironically, the Net-Cube 4 (Wonder Race) it's also an exclusive Net-Cube, but for Manilla, Randy doesn't participate there and it is where her character's abilities shine the most (Would you suggest that there be levels for Randy in that world as well?).
2. No, that the game making you choose the winning character after losing is not a flaw, it's part of the Gamezone Cube rules, so that its difficulty is as balanced as possible. If in the screens that the character loses against the winner and still continues using the same one that lost, it would be easier and its current design would break.
Regarding your advice for creating a tiebreaker method, I would personally try to find a super simple minigame once the marker is reached, but it would happen more after tying two or three times (Which fortunately most of the people I saw playing the game managed to avoid, including you thanks to my advice).
3. About the ship part it would be more of an optional help mode that would add to the game options. It would be useful not only for people who have never touched an airplane simulator, but also for people with vision problems (taking into account the chaotic palette that Net-Cubes have).
Anyway thanks for your feedback.
Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
Since you saw me play this live, you know most of what I thought about it. It's a fun 3D platformer. That said, there are a couple of things I think might be worth looking into.
For starters, I noticed in spots that the camera would be jumpy. The worst for this was during the boss I fought. Best to figure out why that was a thing.
Next, the punching power-up felt like it had an incredibly small range. While it's bigger than Randy's punches, it always felt just short. There were many times were I felt like I should be able to hit my target but couldn't. Maybe have a small wave effect that can stun the enemy? That way, it can't run away when you're trying to get close.
Third, when I had to start moving from being stationary, it felt very sluggish and hard to move a small distance. This made trying to make small changes to my positioning very hard. I'm not entirely sure what could be done to address this, but I do think having something for small movements would be useful.
Lastly, since the player is able to break into a run without use of a button, I'd like to suggest a gauge that shows up when they're moving but not running that indicates when they'll break into a run. It might seem like it's not a big deal, but given it takes 3 seconds before they break into the run it's always possible for the player to forget it'll happen. A gauge appearing would give them the knowledge to know how far they can walk before they break into a run.