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GMTK2020Submission's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1664 | 2.945 | 2.945 |
Overall | #1697 | 3.051 | 3.051 |
Presentation | #1800 | 3.128 | 3.128 |
Originality | #1918 | 3.142 | 3.142 |
Ranked from 274 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The Player collects controls which he has to use to advance though the levels and dies if he runs out of Controls
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Overall great game. Didn't quite understand what the point is in collecting keys. Also jumping and movement didn't quite feel as tight as it should be in a platformer game. But I think that happens when you only got 48 hours right? :) Had fun non the less! Congrats on finishing! :)
Thanks,
yeah, Time was a big constrain on most parts.
would have liked to put more time into the movement, physics and level design,
Uploaded the last build 3 minutes before the jam ended,
so I guess I put in the right amount of time in each part
Level Design was probably the biggest time consuming task
took about 8 hours for all levels (including testing and decorating)
Really fun concept, design choice promotes a speedrun sense, and level design lends itself to having to go both left and right, rather than just hold right to win. ALso appreciate that each letter is coloured to easily identify what is for left and what is for blue. Well considered design that benefits the player rather then making it difficult for difficult sakeThank you,
really appreciate the feedback
I tried to make it challenging but fair to the player
Although I might have overdone it a bit with the spikes
The idea is a perfect fit for this Jam!
With that being said have some criticism.
First of all the movement feels way too floaty and maybe a bit too fast, the jump also feels very inconsistent since it seems like running up ramps boosts the jump height.
The spikes that kill you around the stage are also very hard to notice and 80% of the time i died to them without really noticing they were there, since they blend in with the background and don't stand out.
If you iron out those things and maybe expand it with a few more actions then i think you will have a solid game, good job!
Thanks,
Yeah, I heard a lot about the spikes, should have more people test the game,
I didn't really notice how hard they were to spot because I knew where they all are
since I did all the level design.
The jumpboost on uphill slopes was left in, because of the limited time
and I kinda liked the way you can play the game with this bug,
had a lot of fun with it while playtesting so I just left it in
I like the premise of your game and the art and sound design is really well done.
I however think you need to rework on your collisions detection for the ground at least, the slope were very hard to maneuver with. Another little nitpick would be the spikes that are not very visible, and I ran into them a lot of time.
Otherwise good job!
Cool idea implemented well! My main criticism: the platforming element feels very janky, especially the slopes going down to spikes. Keep it up!
I've seen some concepts in the jam similar to your game, although at the end everyone has their own identity, good job! rated already =)
Very cute aesthetic!
Really interesting take on the theme, some look ahead on the y would have been useful as I fell into spikes i couldn't see quite a few times and the jump never worked on the slopes, other than that it was a fun game and quickly trying to find the new keys on my keyboard to play was grea!
You've done a really good job of indicating to the player what the next controls will be, and limiting those control changes to just left and right is perfect.
Well done!
The game cover grabbed my attention because it uses the same inca tileset as in my submission.
It was a nice experience. I like the concept. I also like that you kept the keys to be always left or right.
Nicely done!
I had crazy fun with this! You decorated and designed the levels well, the spikes could be more visible but otherwise was a job very well done.
Liked the game and it fit the jam theme really well. Just wish the spikes were easier to see or the character was just a tad slower.
Very cool concept! Playing with any other letter to right-move was hard! It was a shame you didn't really need to go to the left, so that made things easier. Maybe a vertical level where you need to hop across platforms in a zig-zag pattern would have made you play carefully. That'd be interesting. Also, the camera was too close, made it difficult to see the spikes in time.
Thanks,
There is a part in level 3 where I tried to have the player jump left and right,
I also tried to slow down the player and have him move back and forth with the spikes
I hoped knowing there could be spikes ahead would make the player briefly move left every second or two,
in order to not run too far ahead and to not completley stop either,
at least thats how I played most of the time.
I might have overdone it a bit with the spikes,
So far no one has said anything about the hidden part mentioned in the help page on the main menu.
Did I make it too hard to find,
or was it not special enough to talk about?
Or did no one check out the page on the main menu?
I'm curious how you liked the menu part,
Would love to hear what you think of the main menu, including the music controls.
Nice platformer. The character feels fast and controls nicely which I like. The button collecting is pretty fun, and adds a real sense of time pressure. Unfortunately, your spikes look almost identical to the normal ground, they're very very hard to see, so you die a lot seemingly at random, which makes the game really tough to enjoy. Nice music choice!
Thanks,
yeah, spikes were my biggest mistake,
they should defenitly stand out more and the player should have a bigger field of view to spot them earlier
hope you still made it though
really like the collect the button idea :P -Ivory-
Pretty standard platform game, but well presented and quite complete.
How is picking up controls any different to collecting time bonusses? I mean, sure, they change the buttons for left and right, but other than that they're functionally identical, right?
Thats pretty much it,
Other than allowing you to choose which keys to pick and which to leave (if you got the time)
or in which order you want to pick them up,
they are very close to time bonuses.
My main goal was to finish a game,
since I already failed a few game jams because of too big scopes.
This time I just stuck with the best Idea from the first few that came to my mind
instead of wasting hours, trying to come up with the perfect idea
Well done for achieving your goal! That's commendable by itself, like you say it's easy to bite off more than you can chew.
Even if I already played multiple submissions with a similar concept, I like the execution a lot!
Spikes are frustrating))
yeah, sorry about that
They should have been more distinguishable from the background
and the screen should have been bigger to allow the player to see further ahead
good game