This is an awesome idea. The only thing I would say is that it doesn't make much sense to me to limit the player's access to debug mode since it can leave you in a situation where there is nothing to do. If you were constantly being swarmed by enemies so you had to switch between shooting/platforming and creating obstacles and power-ups, etc. that would be different, but with these kind of puzzles it would be nice to be able to browse the menu at your leisure. Again, great concept. Nice work!
Play game(?)
Debug Mode's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #3768 | 2.357 | 3.333 |
Presentation | #4320 | 1.964 | 2.778 |
Overall | #4371 | 1.990 | 2.815 |
Fun | #4831 | 1.650 | 2.333 |
Ranked from 9 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?
We interpreted the theme as joining the elements of traditional level builders with the elements of a run-and-gun platformer with very little interruption between the two modes of gameplay. In most level creation games that come to mind, it often takes a while to go back and forth between the level editor and playing the level itself. We aimed to destroy as much of this barrier as possible and link these two aspects seamlessly. Whatever you placed in the debug mode, the game world would be altered accordingly and instantaneously. We also added the ability to lose your access to debug mode if you're hit by an enemy, severing the connection between the player and what is considered their most useful tool. The use of debug mode can be regained by recollecting the shift key that flies out of the player.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
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