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Fleeting Rift's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #113 | 3.632 | 3.632 |
Audio | #130 | 3.211 | 3.211 |
Overall | #147 | 3.316 | 3.316 |
Gameplay | #156 | 3.053 | 3.053 |
Innovation | #252 | 2.579 | 2.579 |
Theme interpretation | #283 | 2.526 | 2.526 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/olanti-p/fleeting-rift
Game description
Discover hardware errors, collect hidden cheats and beat the impossible odds!
This is a relatively hard platformer that may take an hour (or a few) to complete.
Can you beat the timer, and reach the core of the system?
Theme interpretation
Debug menu is a common *secret* feature of games - feature that lets you become completely overpowered within seconds and beat obstacles that previously took great effort. This game tries to convey that feeling.
Also, there are 15 levels that are hidden (sometimes in plain sight) that you can't access immediately from the game map, but only after unlocking the debug menu.
(There are hints and spoilers in description section of game page in case you get lost.)
Wildcards used (optional)
Limit your colors to 4
Let players break the rules with things like infinite lives or invincibility
Make time the enemy
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Comments
Cute minimalistic graphics. But the management is difficult for me from the very beginning.
fun platformer with responsive control and efficient design. Nice job!
The pixel art and animations look good
I may not be a fan of challenging games. The control is difficult, but I've managed to progress pretty much in this game.
Love the graphics and the sound. I'm not a big fan of platformers TBH but the presentation impressed me.
Great platformer! I really enjoyed the visuals and found the controls to be solid and responsive, which is a must with tricky platforming. Fantastic work!
well done. looks very polished, buy way too hard for me :-)
Good job
Super cool vibe! The platforming was beyond my ability level, though. I'm afraid I only got to the third screen (after "avoid dangerous terrain"), when my brain couldn't keep track of holding down shift AND directing my character in the right direction. Definitely appreciated the quick respawns, and wish I'd been able to experience more of the game. Great job!
Cool game! I love this simple art.
Great game! I liked the art style and the pixel art animations worked amazing. I found it easy to control the character long term but it was a little challenging for more precise movements since the player's movement is so quick, but that's what made it challenging! I just want to take a second to appreciate the main menu, everything was so detailed and seeing even the points where the bullets fired from were animated was a great detail. And lastly, the color scheme was a great choice, the red and the teal worked together very nice with the white and black (maybe dark navy blue?). Great work!
> I just want to take a second to appreciate the main menu, everything was so detailed and seeing even the points where the bullets fired from were animated was a great detail.
Thanks! TBH it didn't take much effort to animate the main menu at all... Because the main menu is "fake", it's actually a fully simulated level that you have to play through at some point in order to win the game :)
Difficult to control, whish it had gamepad support. The generous checkpoints helps quite a bit, very impressive for 6 days. Good job!
Thanks!
Love the simple artwork of this game. Fun game concept, but I felt the controls were really difficult to do. Maybe the levels just progressed in difficultly too quickly for my abilities. In particular the jump, hold, jump direction combination with the really short time window was brutal. I think it would have played much longer if it was a bit easier at the beginning so that I felt like I could keep making progress as I was learning new skills.
Thank you for the comment, appreciate it!
Yeah, controls are apparently a common complaint, and I may have overdone the difficulty... Perhaps expecting players to put much effort into playing the game in context of a game jam wasn't very smart, lol.
Fun game but holding to walls and jumping feels awkward - got to jump, hold shift, aim a direction and jump again all at the same time.
I think it might have worked out if there was a support for controller.
Other than that pretty fun game.
Glad you enjoyed it! I'll definitely need to do something about the wall jumps, I've been getting a lot of complaints about them, and controller support is something I didn't think about, but should definitely look into. Thank you for suggestions!
Neat platformer. I didn't find the debug option, unfortunately.
I will say, the movement felt a bit difficult (for me at least). Not entirely sure what is was, perhaps the character moved too fast considering the small distance between spikes? It might have been the static camera. I like the look of seeing the whole level how you have it, but a follow camera with smoothing always feels more intuitive to control (imo).
The SFX were nice and retro. The addition of a checkpoint system was very nice; and well implemented too. The music was good as well.
The visuals were nice and you did the color palette limit well.
Nice game.
Thank you for feedback!
> I didn't find the debug option, unfortunately.
That's... unfortunate, perhaps I didn't make it intuitive enough to discover. It's in the final room of Frozen North location. The game ending with the pedestal is just a red herring; there is a graphical "glitch" in a corner of the prize room that you're supposed to enter and unlock the second half of the game.
> the movement felt a bit difficult
Yeah, it can take some time to get used to. I tried experimenting with a zoomed-out fast-moving feel inspired by Super Meat Boy, and use a split-room camera instead of the usual follow camera. It worked out great in some situations, but maybe not so in cases where precision is needed.
> The music was good as well.
Thank you, it was my first foray into soundtrack design, was tons of fun!
Had to push a post-jam update to fix a critical bug that breaks sequence progression and makes the game unplayable... Which is ironic, because [spoilers].
Also, turns out web build acquired some minor issues (text misaligned, music looping from wrong position). Nothing critical, but I'd advise playing native Windows build instead.
Edit: Please ignore "Press G for dash" text in tutorial area, you don't receive dash until later in the game.