I love the look and feel of this. The juice was bursting from it. That's all I have to say.
Play game
TEMP's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #12 | 3.373 | 3.556 |
Overall | #20 | 3.479 | 3.667 |
Gameplay | #21 | 3.373 | 3.556 |
Fun | #25 | 3.268 | 3.444 |
Visuals | #30 | 3.373 | 3.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Number in team
1
Does your game include art/sound packs or pre-prepared code?
If yes, please provide the source of the packs used
Corgi engine from unity asset store
Background music - https://finalgatestudios.itch.io/music-pack-1
Controller icons https://arks.itch.io/ps4-buttons
Please provide a link to the project source code.
https://drive.google.com/file/d/13Mp7vxZlM0CUi5_e-iV0i-kiztGW55R9/view?usp=sharing
Comments
This looks so simple and complicated at the same(I don't know if that makes any sense lol), amazing choice of music and UI and the colors are so delightful. Great job
The game has a really great feeling to it! Super entertaining, good job :)
First of all the UI design is increadible :O The game looks clean and easy to understand. The movement is really well made and polished whic is essential for a puzzle platformer :D The variety of mechanics is also a plus.
The one thing that confuses me is the lives system ? I just press R when falling and avoid losing a life. Does this game even need a lives system? Also maybe randomizing the sound effects pitch would be a great way to fix hearing the same sound effects again and again :D
Overall this game is very well made i can see you worked hard on it amazing work :D
Edit:I forgot to mention the loding bar its really cool :]
Great job on the game! Platforms being one time use and having to complete the same level with the previous touched platforms gone is quite interesting.
The larger gravity flipping levels were strange to navigate, and I didn't really like the part in the last level where you would have to wait for the swinging platform. Having to wait for automatic platforms to go and come back is always a bit frustrating, though I could just go to the far right and use gravity to get my way over there.
It's hard to tell which parts were from the Corgi Engine already and what were done by you, so I'll just say what I thought overall. The character was really cute, nice and stretchy, the dash was impactful, the controls were responsive and the UI was very, very polished, like the loading screen, level selects and menus.
I liked the text boxes, as they gave hints and tips as we went, even between stages and not just levels, I didn't really like the limited lives system, it didn't seem like it was neccessary to be booted back to the level selection after 3 deaths.
The level design was very well done as it needed thought for multiple paths for each stage after accounting for missing platforms, being able to take out the level box limits, like the ceiling so you can walk on top is fun creative and out of the box thinking. Each level as we went on was a good gradual introduction to the game's mechanics. The rope swings at the last level only being catchable by the tips was a little frustrating, but not too bad to get used to or get around them.
I also wondered whether having a lives system really brought anything to the game, or was it even neccessary. Thank you for confirming that suspicion.
The moving platform that you need to wait for was a poor design decision and when I update the level, I will activate it when the player jumps on the rope.
I found it difficult to balance the difficulty of the levels with gravity, as it can be abused to make the level a peice of cake and its something I will work on when I update the game.
I also thought about allowing the player to move the camera with their mouse to make navigating the level less of a game of chance and more of a carefully planned out path.
Thank you so much for playing through the entire game and your feedback is a godsend.
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