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Conjoined's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #4861 | 1.714 | 2.300 |
Originality | #5206 | 1.640 | 2.200 |
Overall | #5233 | 1.565 | 2.100 |
Fun | #5338 | 1.342 | 1.800 |
Ranked from 10 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 trying to join with a fragment of his own personality the backstory and gameplay fits the theme
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
A fairly simple top down 2D puzzle game. The puzzles were simple to solve and the graphics were fairly basic but even so they all matched so the experience was cohesive. Nice work!
I played it here:
The "joined" mechanic isn't used in very interesting situation, it's more a narrative thing. Also the sprites always seems to be on the verge of collapsing.
I stopped at the enigma in the level 4.
I had a hard time moving around with the slow controls, and the darkness got really annoying since I wasn't able to solve the puzzle on level 4 because of it. I didn't know if I was missing something or if the levers activated things out of sight :/
The level was actually pretty hard. the levers move doors that are out of sight and the hint is to use the pressure plates as well.
We'll definitely work on making it clearer though :D
Great job! The presentation is great, very atmospheric. I would just want an added sprint function. With how much walking you do, especially in later levels, a lot of time is devoted to just getting from point a to b by holding a single button. Definitely got my eyes on you guys though!
Thank youuu. We'll work on updating that after the jam
Not going to lie, I was 100% expecting this to become a horror game with the darkness and the lighting and was very disappointed to find out it was not that lol.
Decent execution, but constantly having to find your split personality between stages did not really tell the story for me. Exit areas also are really hard to distinguish and need a visual flag or some other visible element to let players know where to go. Something that could literally be invisible until united with your other half.
The goal was to create some enemies/spook mechanics but it had to be dropped because of the time XD
We'll work on that after the judging period thoughh