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Take One For The Theme's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #260 | 4.000 | 4.000 |
Fun | #644 | 3.455 | 3.455 |
Overall | #687 | 3.515 | 3.515 |
Presentation | #733 | 3.727 | 3.727 |
Ranked from 33 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 is not in direct control of the main character. Instead the player uses the enemies around him to direct the main character to certain locations.
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
Really interesting mechanic. I didn't read the instructions before jumping in so a little hint right at the start would have helped with the onboarding. Nice reversal on the normal tropes of player characters.
Amazing game!
I don't think I've gotten to the end, but I spend some good 15 minutes on it, really, fun, congrats!
This was a very nice game with a really smart mechanic. I enjoyed getting frustrated when the main character wouldn't just notice me and start following me, or he'd get distracted by one of the other enemies. It was a great time!
Pretty cool game and mechanic! I almost went a similar route as you, but decided my gameplay would be more fun if I had a different take. Nice job!
I was soft locked (couldn't switch to a visible ennemi) but I liked the game,the graphics and the idea. It really left me wanting more lmao
How do I get past this part?
That's the furthest I can go but I can't switch to the enemy on the bottom right.
It is solvable but a little bit more finnicky then we would have wanted to submit it. If you move the guy in the bottom left to the left, the main character will be closest to the top and bottom right guy so then you can alternate between those two! Thanks for playing and sorry for the less-than-ideal design on this part :')
Thanks! I'll play it again then so I can rate it.
Very cool idea! The only thing is that I got softlocked in a part where I couldn't switch to another enemy that was on screen to advance.
Very nice and funny, I like it. The bigest problem outside of lack of restarting: very narrow corridors. Its sometimes unnecessary hard to get the guy to walk through it.
Thanks for playing our game! Yeah, these kind of issues are hard to get right. We really appreciate your feedback and take into account as we progress as game developers!
Thanks! My co-dev thought of the title, he really has a way with words. Glad you liked our submission!
nice idea, and nice game, would have loved not to restart the level every time a made a mistake
Yeah, I hear this one a lot. We definitely plan on doing something about this.
Really cool idea! Shame about the bug in the last room, but really nicely presented
Thanks for playing it!
Neat idea and I like how the 2D in 3D art style looks. Top notch voice acting too! However I couldn't get past the bit Mike talked about either. Massive shame because I wanted to see the end!
Thanks for your kind words!
Check out my reply to his comment, it is solvable, the bug is just a bit later in the game.
This is a fun idea !
Thanks!
Fun idea, though it did take a couple of attempts before I figured out what was going on. It's also frustrating having to restart all the way from the beginning; some checkpoints would be great. Also, I couldn't take control of the guy on the right in the picture below. Is that the bug in the last room, that you were talking about?
Would you say that the overall experience when figuring out what to do was frustrating?
Yeah, we hear the checkpoints comment a lot. And we should have addressed this issue in some form. Even if a checkpoint system would have been too hard to implement in the time frame of the jam, we could have implemented an other alternative so it would be less frustrating. We learned a lot from your and others feedback and definitely take this into account for future jams.
Also, that part is solvable. When switching between guys, the algorithm picks the closest one. So by moving the left guy in your screenshot slightly more to the left would allow you to pick the rightmost one.
I'd say that discovering the main mechanic of you not control the guy with the light was interesting. However, solving the level was a lot of trial and error, which gets frustrating if you have to start from the beginning each time.
This is a cool mechanic! And a nice look as well. I like the 2D Sprites in a 3D Environment vibe.
It's a bit frustrating that one mistake means you have to restart from the beginning. Especially when you try to lead the main character around a corner it's easy to die. Either more enemies to work with or a checkpoint system would have been nice.
Still, I had fun playing your game.
Thanks for playing our game!
We talked about the ability to spawn extra enemies, and maybe we should have just put that in for the game jam, it would definitely mean you could have more fun playing it, even though we decided against having that feature in for a final release. Rather choosing for a checkpoint system (but that was too time-consuming to implement for the jam).
That's quite an interesting main mechanic! I think my main problem with the game is how easy it is to get into a failed game state, and then you have to start again from the beginning. Splitting the game into smaller levels would be an option, but that's usually complicated to do in such a short time frame. It's an interesting main mechanic, and the selection of art and sound effects was quite cute and funny! Great job!
Thanks! We appreciate your feedback!
Yeah, during our level design talks, we talked about having shorter levels or longer ones, and to us, it felt better having longer levels to really get the vibe of the hero trying to get through a dungeon, and not just playing level after level. The drawback is unfortunately that we didn't have enough time to implement the checkpoint system.
I really liked the concept of the game. The level design was amazing, getting you accustomed with new abilities step by step. As a suggestion as stated before, either shorter but multiple levels would be great or a checkpoint system to ease the pain of failing.
Great game nontheless!
Thanks for you kind feedback! A checkpoint system is indeed really needed, it's among our top priorities for this game.
Really good entry! I'm really glad you had variance on the whistling with how much I ended up using it, the variance kept if from getting stale. The audio and visual design were really solid! If I were to suggest ways of improvement I would say a checkpoint system would have been nice, having to redo the entire game because of a small mistake was a bit harsh. The one way door mechanic was a fantastic idea to allow for interesting level design with this mechanic!
Great work!
Fair point. We didn't have enough time to write a checkpoint system. But we definitely learned enough during this jam for a different approach for the next jam.
Thanks for playing our game!
This game makes me go YES! Nice game!
Hahaha, YES! Thanks!
Good job! I liked the concept. Some thoughts I had were for the darkness and switching players. It would've been much better if the darkness wasn't there and instead you saw everything and a dotted circle around the human to see the range, and a better switching system to the other players. Maybe clicking on them or using arrows to swap maybe? Otherwise Great Job!
Thanks for your feedback! Not seeing to whom your changing is definitely a problem. The current implementation just changes to the closest other minion. But you're right we need a different mechanic or a better visual feedback system.