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Splitiverse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #115 | 4.035 | 4.035 |
Story | #129 | 3.158 | 3.158 |
Fun | #163 | 3.596 | 3.596 |
Mechanics | #214 | 3.351 | 3.351 |
Sound | #307 | 2.877 | 2.877 |
Music | #320 | 3.018 | 3.018 |
Aesthetics | #466 | 2.947 | 2.947 |
Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
Heavy Iron Hammer by laxattack1226 on opengameart (modified) Mixamo Animations ReadyPlayer.me Music from https://www.zapsplat.com
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Comments
Very nice concept! Does the platforms on the upper dimension get harder more you shoot at the lower dimension? If that is the case it's a clever way to solve the spamming. Nice game!
Thanks and well spotted. Yes.
Your game is confusing and fun at the same time.Well done.
Your game is so much fun to play! I like the concept and love the quick messages on the screen after dying! Great game!
So, thought I'd leave a comment myself. A general theme is that you can just spam the space bar to fire and concentrate on jumping. You can, but it makes it harder for you. Each axe thrown/shot causes a hole in the sky/ground above. So you have much more jumping to do and you're more likely to come across difficult jumps (although it prevents all impossible ones). I left it in as a play style the player could choose but coded it out as effective by that relationship between the axes and the holes. It's just not visually clear that's what's happening (there are some technical reasons for that) and maybe the dialogue can point it out. Basically it needs communicating better. And that's a great point for me to learn and make improvements in it. I think I missed also that in the learning curve for the game spamming axes probably is easy for a while and then the player can get locked down in that idea - a kind of false local optima of their gameplay. If I progress it further I'll see what I can do about that and there have been some great suggestions. Anyway...my main reason for a comment of my own here is that as I've played it too much I wanted to drop a video of the two different styles of play in back to back sessions as I think it clarifies it:
33.2 seconds :) I liked the dialogue on the endings, they had different things on all the times I ended up dropping down.
Game itself works on the theme well and it was easy to play. Very simplistic though, but I liked that the map wasn't always the same on the top one, it had some variations at least (not sure if procedural or just different ones made).
Spamming space made it so that you could only focus on the upper one, maybe have some ammo that only the upper one could catch by jumping (obviously that would also need some kind of coding/making sure that enemies wouldn't be popping up when the player has only shot at enemies and got every ammo possible) :D
Thanks. You made the map - the more you hit space, the more gaps appear in the upper level :) I love the idea of ammo or something so the upper one affects the lower one too. I'm not sure I'll take it further than the concept it is now, but if I do then I'll include something like that.
Nice concept, nice dialogue. I like games that doesn't try to force the jam theme, and I think your game pulled it off well. It does not necessarily have to be high-def vs. low res, there are other possibilities your game can expand on. Good job!
Very neat concept; having each version only able to do one thing is super interesting and allows each to shine.
I enjoyed the dual artwork as well.
Only minor complaint is you can just spam the fire button and then you don't have to worry about the bottom dimension at all. Great job!