This was a fun idea for a platformer but I found myself frequently frustrated by the controls. As others have mentioned, I would love to see an active player indicator here. You could also maybe de-activate a player once they're at the exit so you don't have to keep buying time by moving them slightly. Outside of that, though, the presentation was pretty solid and I didn't encounter any issues with the game. Nice work!
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The Red String's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1426 | 3.316 | 3.316 |
Overall | #1995 | 3.018 | 3.018 |
Fun | #2138 | 2.789 | 2.789 |
Originality | #2502 | 2.947 | 2.947 |
Ranked from 38 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 players souls are joined, both are needed to complete the level and if one dies so does the other
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
Comments
Wow, the way the controls are implemented is so interesting and unique! However, the controls are also a little hard to master. And just as others have already said in the feedback, some visual indications will definitely be helpful. The levels are really hard, at least for me. But that's probably mostly because of the controls, and I can tell the levels are pretty well designed. Anyway, this is really a nice work for 48 hours! Had a lot of fun!
A fun movement system, I enjoyed flinging myself about! Others have suggested an indicator for the active character, which would be helpful, especially as the character to move first isn't always consistent after a death. The difficulty was tough, it did feel rewarding to finally beat a level but there is scope for further tweaking. A nice entry overall :).
Really nice and original interpretation of the theme! I've had a lot of fun playing this game, even though it was quite a challenge! The graphics are really cute and the music goes well with the atmosphere. I would have loved to see an indicator that says which of the characters turn it is and once I get a character to the door, it would be cool if his turn is skipped. I can already see this game in the future with some puzzle elements (buttons that unlock blocking gates, etc.) added to it and with asymmetrical levels. Still amazing job done in only 48 hours!
The controls are easy to understand in theory, but hard to work with in practice. One of the main issues is with letting it stretch beyond the maximum you allow, which means it is unclear what the maximum is, and makes it hard to figure out how much exactly you're pulling. Another of the issues is that parabolic trajectories aren't always super intuitive, which is why many games that use them have (partial) predicted trajectories. A way to quickly restart a level would've been a nice addition, since screwing up one arc means it might be best to restart the level.
That being said, the feeling of the jumps is great and the graphics are nice. There's some nice polish and the levels are interesting, it's really good for something done in 48 hours!
That was really entertaining, and relatively easy to get into! The main feedback I have is that, it would have been nice to have some sort of visual indicator as to whose turn it is (idk if there was and I just missed it)
This was a good take on the jam's theme! High marks for that. I like the nice and simple art style makes it pretty clear what is what. I personally kinda suck at near pixel perfect jumps myself, only real issue I had with the game though! My only suggestion, and this goes for many pixel platforms, including a lot of Game Jam games, extend the collisions past every so slightly.
Overall though the game was enjoyable, good job!
a unique way of movement. it is a bit hard to keep track of which character you're controlling though
I like the idea a lot! Slingshotting is pretty fun as a mechanic, but in this case I think you may be demanding a bit too much precision from the player. It took a lot of tries just to get past the second level, and I got stuck on the fourth with the super narrow platforms. I'm not sure what the answer to this one is exactly, but I definitely needed a bit more flexibility in the aiming. It also would have been super helpful to see a hint over which character you're currently flinging, as a few times I accidentally shot the wrong character.
I really like the concept, and the controls are fun and interesting! However, the movement is too precise and unforgiving, even for an intentionally hard game. Asymmetrical levels would be a nice addition in future updates too—the levels in-game were a little repetitive.
As some others below have stated, my main issue is that its hard to really see where your characters are going to go, and with physics its a bit unpredictable. But its a fun game otherwise, and very cute lil characters and music for sure. Really nice submission! Good job :)
There is a lot of missing feedback in terms of where the characters will go, and the third level is at the edge of the ability to actually make the jumps. A lot of times it felt really off, like the calculations were integrated funny or something.
I like the premise/story, though, and I think with a jump arc indicator, or less of a difficulty wall, it would do well.
Fun game! The mechanics were finicky and took some getting used to, but it was a cool idea and presented well.
To be honest I found this game pretty frustrating. The click and drag just doesn't give enough feedback about where the character is going to jump meaning lots of my jumps were just off. With the controls being so fiddly I often made it with one character well before the other which made the two different characters feel like having to complete the level twice over.
The art and sound are good and I was won over by the intro, but less so the game itself.
I love the game a lot! it's super fun and challenging. The only thing I would change is a clear indication of which character you are moving, some times it's easy to forget and not always is the same at the beginning, tho I don't know if that was a bug or not. Or maybe make them jump mirrored at the same time, It could be very interesting.
Still, it's a great game, good job!
Charming game, very cute art style!
A few things tho.
It ins't directly clear that the game works like a slingshot so I spent a while trying to aim with the line and having the characters not moving much, maybe adding direction arrow to indicate where you go could solve that.
It would be nice to have an indicator of who is going to move.
I feel like the joined together mechanic could be better exploited, maybe they should move in mirror or mimic each other?
Otherwise, I loved the art style and the story telling in the introduction.
Looks good, and the mechanic is solid, but it’s too hard for the likes of me.
If you want to make it a bit more accessible I think a bit more visual feedback would help (current player, split the steps for picking direction and strength so it’s easier to make precise, etc.).
But then, not all games need to be easy enough for me to win, so (:!
This is a bit of a mixed bag for me. Let's go through some sort:
The Good Stuff:
The art is actually pretty well done considering you've worked on this on your own in one team. Good job on that!
Caveats:
I think you could benefit with better design that help with player decision making. May I suggest on having an arrow that points where the player would jump towards to help gauge jumping. Unless you're specifically going for the type of rage game like jump king but I don't think that's the kind of game you're making.
Overall, it's like a meh in my book.
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