Play runner game
Flip Stride's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #1406 | 2.582 | 3.333 |
Originality | #1577 | 2.711 | 3.500 |
Overall | #1618 | 2.625 | 3.389 |
Adherence to the Theme | #1725 | 2.582 | 3.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Vertical running was a little disorienting but other than that I thought this was rather well executed. I had fun with this. I think it's an interesting mechanic and I'd like to see more.
If you have time please play and rate my game:
https://itch.io/jam/gmtk-2019/rate/463512
Good job with this, a very smooth mechanic. If you ask me, this would have been a bit better horizontal, but it looks like you've already heard that from other comments. I was kinda sad at how short the game was too (I need more!)
Wow, just looked at your future improvements, and they sound great! I'm excited, ping me when you add any of them.
Thank you for playing and taking the time to write, JUSTCAMH!
Very fun game. Vertical seems pretty weird for an infinite runner, especially when you're literally running -- but it plays very nicely. I had to play it again to see if you can beat the game without jumping. You can, believe it or not (It took me a good few tries, but I did it)!
Nice entry!
That's awesome, man! Thanks for playing!
I love the idea of the game, super original! If you go farther with this game I'd really like to see randomly generated terrain and something to make me more ready for what's coming up next. I found it quite difficult because most of the time I didn't know what was coming up next till my third time to that part so I would often jump when I see a hole but then a wall will come into view and I smash into it. If you were able to flip sides whilst still in the air that would keep the game difficult whilst still fixing this issue.
The adherence to the theme is kinda loose, with only one direction. I didn't know how it tied into the theme until I read the description of it. I think if you tied in that narrative of "only one reason" that you planned it would have really solidified the theme into the game.
Thank you for your comment, DragonHeart!
Thank you! Yes, an endless mode with procedural generation was always originally intended, but I didn't have a ton of time to work on this (and then failing to get an HTML build to work ate up most of my limited time), so I unfortunately had to settle for a static level design for proof-of-concept. I'll update with an endless mode build in a hopefully a week or so!
That's a really great problem to shoutout, not knowing what's coming next. That's something I naturally would have gotten acclimated to in development, but that's excellent feedback, thank you! That has to do with the speed of the player and the size of the player (relative to the level geometry), which is something I definitely struggled coming to a decision on. I like having the player be quick and the expressiveness you get from this current size, but I'll try some variations, mostly likely shrinking the player down so you can see ahead of you better and have more time to respond. Thank you for the feedback!
In terms of flipping sides while in-air, that's an interesting idea though my gut feeling is that that would clash with a lot of the other inherent game design, and could have problems with the player spamming back and forth across sides while in-air, so I would need to be a timer restriction or something, but then it wouldn't feel as good with arbitrary restrictions. And if you could flip in-air, you lose the slam (fall faster) ability, unless I add more buttons which makes it less intuitive, and I think the current control scheme is fairly intuitive, jumping, slamming, and flipping based on your position and side. I'll take that into consideration and see if I can generate a solution to the problem you're feeling.
And yes, absolutely, this game in its current form is not a great epitome of the jam theme, you're absolutely right. There were earlier versions that were only one button, but I felt like having the two button controls made more sense and accomplished more while being very intuitive, and I wanted to prioritize the game design itself over the adherence to theme.
Thank you so much for taking the time to play and share your thoughts! I appreciate it! ❤️