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Experiment 5L7M3's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Was there a sense of progression? | #42 | 3.395 | 3.500 |
Would you like to see this game idea developed further? | #69 | 3.395 | 3.500 |
Did the game align well with the task? | #79 | 3.577 | 3.688 |
Overall | #81 | 3.262 | 3.362 |
How well implemented was the core mechanic? | #103 | 3.153 | 3.250 |
Did the secondary mechanic complement the core mechanic well? | #115 | 2.789 | 2.875 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Type one of these words: AIM - DUCK - GROW - FLOAT - VOICE - CHOICE
AIM
Which game engine did you use?
Unity
What are your pronouns so I know how to refer to you in the videos?
He/Him
Will you continue in GDKO if you were selected as a Wildcard?
Yes
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Comments
This was very clever. I love how you did so much with so little (in the best way possible). Also, all the upgrades were very cool. I really hope you get a chance to enhance and grow this.
It's pretty cool, but I think the movement needs a little polishing. Well done! :D
What can you suggest? (which bit is feeling off?)
I think it's mostly because there is no feedback to the player. So when I hold the jump button I want to see and hear something happen, like make it flash white and make a slight sound to tell the player that it is about to jump. Start there imo :)
love the idea of adding new perks each jump . the theorycraft you do in your head when you chose the new perk is cool , when you have that flash of insight when you reach a new room and you're like "oh so that's why/when i need the sticky perk" for exemple or "if i want to make it in the most effective way i choose that first hten ... " .
I hope you manage to build the team you'd like to have.
Very difficult for me but fun. Took me a long time to get used to jump happening on release instead of on key down. The puzzles were great and interesting.
Neat concept!
Made sense pretty quick. Good puzzle ideas.
The biggest piece I have is on the movement controller. The player can move left and right on the ground, but you have to repeatedly press it. If you want the movement, I think being able to hold it would be more intuitive for the player. Just my opinion, though.
Past that, cool idea. Loved reading your thoughts on building a team around this. Good luck!
mm, might change it so can hold it for a roll (new ability ooh) because the idea of the nudge is just a small adjustment, (I'm gonna have to adjust it so can nudge W/D and keep with sticky, hmm another ability, thanks for the insight!)
Oh bugger I see what you mean, wait I goofed and forgot to turn off a bool
lol, I have been there. My first GDKO I spent 4 days trying to fix one particular bug. The fix was literally one character. !value should have been just value. We've all done it. Glad you found it.
Interesting idea!
There was a bug on the second level - when I charged the ball at the start of the level, it fell through the floor! 3 times out of 4. Last time it worked. Hope it helps you make the game even better)
Yeah i had that bug once, so thats what's causing it (probably). I'll get my bug spray out
Not sure what the controls are, sometimes W - D is working, sometimes not? And also when do we unlock a new ability? I will rate once i get clarity lol.
only Space, if you look at the controls below. also tells you when you unlock new abilities :P