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Never Leave your Buddy Behind!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #3032 | 2.700 | 2.700 |
Fun | #3298 | 2.300 | 2.300 |
Overall | #3356 | 2.433 | 2.433 |
Presentation | #3592 | 2.300 | 2.300 |
Ranked from 30 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 controls two Characters, and these two can't be too far from each other.
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
No
We used pre-existing audio
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Comments
This was awesome! The fps sensitivity was too high. But the game was brilliant. Great job. With some polish you might as well turn this into a commercial game. Really love it!! :>
Little game with lots of potentials.
I think this would be interesting if it was a coop / local/online multiplayer game. I can see potential here. Apart from reskinning and redesign the world, UI, etc. adding some obstacles and much more interactivity would turn the game into something great and have the potential to be an addictive one! Please continue working on this game if you haven't planned on that. Good luck!
This was a solid little game, with a simple mechanic that puts a fun spin on parkour games! I did struggle with the limited camera rotation, I felt a bit trapped by it, and it made the 3d aspects of navigating the space a bit more difficult. Still, the idea of fast paced parkour that you have to do twice each time was cool! There's a lot of potential here, I hope you continue polishing it post-jam. Good job!
The system is here, the UI with the circle for distance is clear. Would have been cool if there was some kind of twist (different platforms forcing other movements and forcing to take risks with the timer, extra abilities...), which could have come from the level design. But a good base !
Great idea, it has a lot of potential! Congrats!
Shieeet is this some kind of variation on Ice Climbers but in first person where you swap peeps??
Honestly this is a cool ass idea, I just feel that the whole swapping character system doesn't work very well for what the game wants you to do, you constantly break momentum because you want to go fast. I feel like the game would work a lot better as two players that have a tether that pull one another around the map, similar to ice climbers.. Or you focus on making it more puzzle heavy, and try to lean on what the rope could do, even if it just does restrict one another. Maybe making it more physics driven with a real rope would help this game have a lot more going for it.
At present though, I did have fun, and got a fairly good score. It was put together well, the music was nice, I like that the tutorial was just text at the start, it was minimalistic but worked well.
Great job!
Would really appreciate your feedback on ours as well, if/when u have a chance! :)
Cool idea! The potential is there. I like that you have different colored spaces for each of the characters to step on, which can create some moments of tension with the separation timer and getting the correct colored character on the tile. But instead of dealing with that tension, I started joining the characters on the same tile and slowly moving whatever character was needed for the next one. Perhaps if there was a consequence for having them on the same tile for too long? I don't know, but I think you are on the right track for something. Great job!
Thanks! I was originally going to have the Tiles shrink while the wrong Colour was on the tile, before finally disappearing after 10 seconds, but then it wasn't working, and I decided to upload what was currently working. It's going to be there post-Jam, if you are still interested.
It seems like this game doesn't capture the mouse cursor properly; instead of actually freezing the cursor in the center of the screen like most first-person games, it just hides it. This means that your camera movement is limited by where your cursor would show up if it wasn't hidden; if your cursor hits the edge of the screen, you can't move the camera any further in that direction. I think this is what some people have been interpreting as "not being able to look down", they can't move the camera down because the cursor hits the bottom of the screen. You can actually look down if you move your cursor to the top of the screen with one character and then switch to the other character with the cursor still at the top of the screen, because now you have more room to move the camera down before your cursor hits the bottom of the screen, but this is kind of annoying and hard to properly pull off.
You're correct about the camera movement, I didn't realise that at first, due to my Screen being larger than the Site's Game Window. I've fixed it, but I'm waiting to upload that build for after the Jam finishes. Thanks for your Feedback though!
I enjoyed the cell shaded look. Mechanically speaking, I enjoyed the core premise of "only being allowed to be so far apart for X seconds". I think there's a lot of promise there. I'm not sure an arcade platformer is necessarily the best choice to showcase it, though it makes sense given the time constraints.
I think if you were to pursue this concept further, you might want to explore a puzzle/adventure platformer, a la Portal or Q.U.B.E.
For example, one puzzle might be need to run into an area to stand on switch, but in order to get there, one character must walk outside of tether range. This in turn might activate a conveyor belt or a fan, which would enable the second character to get back to them in time, while normal walking speed would not suffice.
Hope to see you keep iterating on this idea!
The idea has a good potential. But after 10-15 jump, it begin to be a bit boring. The fact that we can’t look down is also frustrating on a platformer.
Push the concept, it can become interesting! :D
It is OK. But jumping gets boring after a while. It could introduce more variety, moving platforms or some obstacle to dodge.
Not being able to look down in a platformer is... an interesting choice(unless it was a bug). Good effort though!