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Life in 2D's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #569 | 1.925 | 3.333 |
Music | #614 | 1.732 | 3.000 |
Theme | #716 | 1.925 | 3.333 |
Aesthetics | #733 | 1.925 | 3.333 |
Mechanics | #742 | 1.732 | 3.000 |
Story | #797 | 1.155 | 2.000 |
Fun | #801 | 1.540 | 2.667 |
Ranked from 3 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?
just me
Did you use any existing assets? If so, list them below.
only the player's movement sprites (all the other sprites I either created myself or downloaded them for free on itch.io)
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Comments
Hi, congrats on your game! :) Good game idea, I enjoyed becoming a spider. Perhaps adding new mechanics for the spider, such as wall climbing or squeezing into smaller spaces, would be a nice addition.
If you have some spare time, please try out my game. It's a classic space shooter from the 80s but with a personal touch. Please leave your honest feedback.
Hey, thanks for your feedback!
I know there's plenty of open ideas for the spider/drone but time in a jam is my greatest enemy.
Right before the last door you can actually see this really narrow tunnel where only the drone fits through. The player does not fit through there. I made this place too high up for the player so that it's clear that the drone needs to go to the other side of the door in order to open it.
This was a cool proof of concept for a game. I really liked the dual-control element of finding somewhere to keep myself safe while deploying my drone. I had an embarrassing moment where I sent the drone through the whole level and reached the flag before realizing that I was supposed to use the drone to knock the box down. Maybe something where the drone doesn't have any attacks / can't get hit to really hammer home that it's only for puzzle-solving? The music was pretty chill, it let me feel like I was in a strange wilderness, but the sound effects were the standout here, all very satisfying and gave great feedback (even on blaster bolts hitting walls, I liked that touch). Finally, the jump was responsive enough that when I changed my mind mid-air over a death pit, I was able to turn back and reland on the original platform, so that's good.
Some small but easy things to improve:
- adding coyote time and variable jump height to the jump will make it feel even more responsive.
- feedback on the player getting hit and enemies getting hit was good, but I was never really certain if my drone was getting hit or not until it just kinda died once while inside a slime.
- the controls were a bit awkward at first, the distance between Ctrl and space is not a comfortable one, and if any mechanics involved precise mid-air shooting I would probably have struggled.
But overall, really solid entry. Add some more levels with some additional drone mechanics and you've got yourself a game. :D
Hey thank you for your feedback! I'm glad you liked the majority of the game :)
Up until yesterday, I honestly didn't realize that coyote time was a thing. Now I'm probably no longer allowed to make changes to my jam entry but I implemented the feature in my Godot project and jumping around feels so much more responsive now, so thanks for the cool advice! I don't intend to add variable jump height though because the idea was that some platforms would be unreachable for the player while they can clearly see a crate that the drone could go get for them.
The drone does have only one HP, it is supposed to die as soon as it touches an enemy in case it didn't start an attack prior. But I have to admit that something about the attack responsiveness feels off.
I definitely prefer controllers and literally the only games I feel comfortable playing with a keyboard are the "Commander Keen" ones lol. I'll see what I can change about the controls :)