Play game
The Keep of Moving Forward's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #455 | 3.846 | 3.846 |
Fun | #1910 | 2.846 | 2.846 |
Presentation | #1997 | 3.038 | 3.038 |
Overall | #2019 | 2.923 | 2.923 |
Ranked from 26 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 has no control over which direction they move
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
Leave a comment
Log in with itch.io to leave a comment.
Comments
I think the premise is pretty cool, and the bouncy arrows fit really well into the concept, because I could still hit enemies that were not in the direction I was facing, by bouncing the arrows of the walls. I think the wait time between direction changes should be a lot shorter though. I hardly made it to the end of the second floor, because there was so much waiting involved.
Hmm several times I got stuck between facing walls and didn't get any new direction, so all I could do was restart because I couldn't progress. I like the general idea that shooting is limited to the range of sight.
---
It would help a lot if you would rate my game as well, it's my first ever so would really appreciate the feedback! Thank you
I got about 4 floors in and then stopped. Not having control over your direction was interesting at first, but pretty soon in, I realized the enemies weren't much of a threat (you can mostly just spam arrows if they're in your way, and there seemed to be plenty of health pick-ups anyway.) Then the game just boiled down to: run into walls to turn around, stop before and shoot yourself if you only need to turn 90 degrees.
Might be cool with some more to it!
I love that idea ! I passed the second door :)
Very clever idea! Feels like a puzzle game with how you have to try and get yourself the to move the right direction, though shooting yourself with arrows does seem a little odd lol. It did freeze up on me when I got to the first door. Overall though I liked it!
I like it a lot! It's really an original concept and given enough polishing, I'm sure you can get something really good out of it! The downside may be the lack of different environments or enemy types (even though this may be entirely subjective of course). As some already stated, getting extra ways to switch direction would be a real improvement (maybe traps shooting arrows? IDK, something like the enemies that would allow the player to switch directions without having to walk a long distance). It seems well-balanced though (well, it's easy but at least it's not frustrating).
'wish you luck!
-Loupyboy
Fun idea! However, I found the levels WAY to big and often found myself mindlessly walking 5-10 seconds into one direction before finally hitting a wall again! Also it felt a bit arbitrary that one can shoot an arrow directly forward, but not directly to the left or right - any balancing reason for that? Given a smaller (and probably hand-crafted) level, any concrete goal (e.g. "hit three levers to open the next door") and a few extra challenges along the way (like "Don't touch an enemy", "Don't get hit by an arrow", "Collect all gold") I can see this mechanic having a lot of potential. :)
Glad you like the idea :>. We didn't have enough time to test/tweak the dungeon generating code. If we did have some more time, we would probably have opted for rooms that are more closely connected and a faster ramp up in the speed of an enemy (or the amount of enemies spawned in a room). Regarding the weapon that only can shoot forward, we did have a way in mind to upgrade or buy weapons in a shop like fashion with the gold you collect in each level. As it is now, I don't see a good enough reason for the weapon to shoot only forward other than the title of the game could imply (as the controls are already a bit harder than normal). Finally, the mechanic could indeed work well together with some puzzle like aspects.
It's a fun game but I find it a bit tedious to move. Taking the players control over the character is an interesting concept but I think it's very hard to make it work. It would've been great to have some more feedback when turning (different sounds or effects when moving by an arrow, wall or enemy) since it took me a while to understand that my arrows where changing my direction. Still an overall cool game! Congrats :)
Totally agree about the amount of polish the game needs. We did need some time to get the dungeon generator code working and lacked some time for overall polish. I can still see the player controls working if the player has some more freedom to shoot the arrow and if the controls are introduced in a nice way.
Interesting concept for a rogue-like, the game's good
Thanks a lot :D
This is super fun and interesting! I wish it were more clear if enemies could be killed, or disabled, or still harm you if they are stuck in place, etc
Glad you appreciate the game :). Ye, the arrows itself would indicate that you will let the enemies take damage (and kill them). Maybe throwing rocks makes more sense haha