Play game
Aegis's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #700 | 3.714 | 3.714 |
Overall | #827 | 3.524 | 3.524 |
Fun | #867 | 3.381 | 3.381 |
Presentation | #1158 | 3.476 | 3.476 |
Ranked from 21 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 people you protect are stuck to each other with rope
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?
Yes
We created the vast majority of the music during the game jam
Leave a comment
Log in with itch.io to leave a comment.
Comments
awesome narrative which by the scene scrolling and chapter style , a serious tone was built btw I really love the game feeling of it, espcially the move speed based on the distance between my robot with my cursor
I like the originality of hte game, kinda fell somehow nostalgic. I concur with Cakebox (:
The art + music were great, and the mechanic was fun and unique. Difficulty went up pretty fast as I picked up more people. Definitely worth expanding on!
The robot's movement feels good, both fast and smooth. The way you can push the civilians around feels quite good too, and from a technical perspective it works well.
Personally, I didn't manage to find much depth in the gameplay -- I could block the shots, and push people out of the way, but neither option evolved much and it was difficult to do either consistently. I'd be more motivated to practice and experiment if there was a higher ratio of gameplay time to waiting time. I also wonder if it would be feasible to control the difficulty curve slightly more by (for example) giving more warning time on each shot, and reducing it as the player progresses.
I also couldn't see the relevant of the rope - you can push the civilians around individually, and the rope grows to whatever length you need, so I found it slightly confusing.
Overall, though, this was interesting, and it's great to see a complete game made in just 48 hours. I've never seen gameplay like this before, which is cool. Well done!
The robot's movement feels good, both fast and smooth. The way you can push the civilians around feels quite good too, and from a technical perspective it works well.
Personally, I didn't manage to find much depth in the gameplay -- I could block the shots, and push people out of the way, but neither option evolved much and it was difficult to do either consistently. I'd be more motivated to practice and experiment if there was a higher ratio of gameplay time to waiting time. I also wonder if it would be feasible to control the difficulty curve slightly more by (for example) giving more warning time on each shot, and reducing it as the player progresses.
I also couldn't see the relevant of the rope - you can push the civilians around individually, and the rope grows to whatever length you need, so I found it slightly confusing.
Overall, though, this was interesting, and it's great to see a complete game made in just 48 hours. I've never seen gameplay like this before, which is cool. Well done!
Show post...
Very difficult but it reminds me tis old art style
The slow nature is both a wonderful part of this game and also somewhat punishing. Creative idea and would love to see it expanded! Of all the rope connected games, this one does it right!
This is pretty difficult, but very unique. The rope mechanic is pretty cool too, I think the ability to work with momentum is nice, but the controls feel a little sluggish.