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Losing It (V2)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1482 | 3.286 | 3.286 |
Overall | #2101 | 2.893 | 2.893 |
Fun | #2149 | 2.750 | 2.750 |
Originality | #3422 | 2.571 | 2.571 |
Ranked from 28 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?
As time goes by, player control and visibility are lost.
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
I love the concept of having a limited time to explore and get upgrades, but the "out of control" aspect means I cannot rely on my skill and instead I have to rely on the whims of RNG to succeed, and it just felt shoehorned in. Plus the fact that, along with restarting, pressing R floods the screen with corpses, meaning a single mistake and you have to either wait until your time runs out or contend with a screen full of corpses.
Oh neat, if you hold R you can spew out dozens of your ghost self in a matter of seconds! Anyway, I made a game just like this for last year's GMTK game jam so it's neat to see a different take on the idea. I like the way you could see less and less over time, and how one ability (the wall jump) really opens up the map and gives you extreme mobility, revealing a pathway at the beginning of the game that was there all along. I also liked how getting hit drained your time rather than say, immediately killing you.
Hey, I beat it! Interesting thing you're going for here - I think sometimes I completely lost the ability to move, even though I was still alive?
The input lag also felt like a bug. I definitely got the theme of "losing control," but it felt a bit contrived and poorly communicated. Part of this is for sure the lack of quality of presentation - it feels like an unfinished game (e.g. no animations), therefore it's much easier for me to parse the broken components as bugs rather than elements of your intentionally designed videogame world -- which is a feeling I would have loved, because you're trying out some very designer-risky, & interesting mechanics.
(I just read Osoka's comment. Somehow it never clicked with me that those dead blue guys were copies of me.)
Anyway, let me conclude by saying I also liked the iterative quality of the game. Playing through the same area over & over while it evolves is a great idea, and I think this part was executed pretty well.
What a nice game!
The music, the pixel art, the lighting and the idea of spawning ghosts of yourself when dying are fit well with this game.
One bug is that the music only plays once and a second one is that you spawn many ghosts when pressing the R key. Despite that...
Good job!
Really cool take on the theme. I like that you can keep iterating through the level. Makes the loss of control feel less like a hindrance and more like a feature.
Haven't really experience any real loss of control, but lighting effects were pretty neat.
Few bugs I've found:
1. It is possible to get out of bounds when having "wall jump" ability (level bound walls shouldn't be tracked as jumpable walls)
2. Re-spawning when being out of bounds glitches you out inside the ground below spawndrop (when re-setting player's position and health, reset the velocity too);
3. When killing an enemy after being kicked you get stuck in the "knockback" phase until you get hit again (respawning doesn't fix it) - no idea how exactly you wrote the logic, but it should be tracked on player's script rather than enemy's, and have some back-up check.
Overall pretty fun game, map layout works pretty well.
Thanks, that's actually really helpful!
Regarding the losing control - We do add some input delay, but maxed out at .3s (Mainly because after some playtesting, was the least "Frustrating" value we could find). Shame this number doesn't seem to be enough to make the player feel like they've lost control. We'll improve on this moving forward.
Again, thank you for the detailed answer! Means a lot.
Short, but fun!
Great game!