Well polished game. The mechanic works well with the controls. Nice job!
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Control Trader's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #600 | 3.480 | 3.480 |
Overall | #600 | 3.560 | 3.560 |
Presentation | #627 | 3.800 | 3.800 |
Originality | #1063 | 3.520 | 3.520 |
Ranked from 25 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?
You can only use tree control types at once, and you have to navigate through platforming challenges.
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We created all audio during the game jam
Comments
So there were a few games like this in the jam, where you had a limited number of slots for each input, but I think out of all of them, I think this game really pushes that idea to the limit. In this game, you're only down to three slots, and you have to give up basic controls like giving up left, right, or jumping. There are actually some really clever puzzles in here, and you really have to think about what to give up before you do it. I did get the softlock my first time through, but I can see that you're aware of that.
Anyway, great job.
A nifty little game with a nice visual aesthetic and good sound effects! The juiciness of the animations works to the game's favour, and I loved the squishy jumping. Squash and stretch for the win. The music was neat and matched the feel of the game, too. Nice work! :D
Also, here's a bit of bad fan art for you:
This was a really cool way to handle the control switching theme I've been seeing around! I really liked the character, animations, and the handling felt good and responsive. There was a little portion where I was getting the wall jump and had issues switching because my other movement option kept bouncing back into me and there wasn't an easy way to cancel that. I also think I got softlocked here, since I can't go left and the wall jump doesn't reach past this pit, even if I use it so I get peak height. Either way, good game! I love that there are multiple ways to go, each checkpoint feels like its own self-contained puzzle and it's really impressive that ya'll designed this without some sort of level select screen or something. I like that it's all one continuous map!
pretty cool game. couldn't figure out how to get past the part with the wall jump. neat concept and fun platformer
I'm really sorry about you getting stuck, sadly I was really in a rush finishing the level, so some pesky soft-locks made in (The one you could only get out of by restarting the game.)
By the way, the solution would have been that you can wall jump up even on a single wall.
Thank you for playing nonetheless, it really makes me happy you liked it! :)
PS: If you are interested you could check out the game again after the jam, since I've already changed these, and got rid of a lot of bugs and soft-locks, but I cannot update it on the page, yet.
Hi! In case you missed it, I played and rated your game that you submitted to me on Twitch: https://www.twitch.tv/videos/678278731
Liked this quite a bit. As another comment said, there is some potential for this I think. Level design felt very solid. The game could maybe use a short cool-down timer from when you swap controls, so the one you drop doesn't instantly trigger a new swap, creating a loop in some instances.
Good idea and well executed. The steering feels really good! I unfortunately got stuck at one point, because I went through a checkpoint with the wrong controls, but other than that I liked it. Fitting for the theme.
The mechanic is super interesting, and implemented really well!
The limited space for controls is super interesting design space. My only gripe is that since you don't know what's ahead, it is sometimes trial and error what to do, which got me stuck so i had to reboot the game.
The presentation & audio is also really nice, especially the tween animations are great.
Thank you si much for the feedback!
Sadly I only realised there were some places you could get stuck - and you need to reboot the game - until after 1-2 hours of the submission deadline... I've already fixed some, but I cannot upload it...
Nonetheless, thank you for playing, even though you you had to reboot it! :)
Interesting concept and great use of the theme. The level design was linear, but I feel like that fit the mechanics really well. There were times I got hard locked and sometimes the control item drops got stuck in the wall. The graphics and music were pleasant and complimented the game well. Great work here. I think this concept could be pushed further if you ever wanted to continue it.
Quick note: Maybe don't have the arrows roll around, it's impossible to know which is which.
Thank you so much for you kind words!
Although, I fell pretty embarrassed that those pesky soft-locks made it in. I thought I steered clear of them, but turns out, I did not...
The arrows had an underline to show which way it actually is, which was meant to solve this issue... But it wasn't as noticeable as I hoped it will be.
Once again thank you for all this feedback! And I was planning some other mechanics to use in the game, which are already more or less implemented, but I realized - even while planning - that I will not be able to add those to the game in such a short time (especially with polishing). I might come back to this and improve it.
Cool Game. It feels a bit like a metroidvania although it's more of a puzzle game. Nice twist that you have to decide which control to loose again to get further.
I saw your post in progress-pics a while back and I'm happy to see you made it to submission! I had a lot of fun with this one, and I have to say the level design was excellent!
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