The concept is interesting, and the level utilizes it well, but the controlls feel slippery.
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KeyChained's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #3033 | 2.405 | 2.405 |
Originality | #3263 | 2.608 | 2.608 |
Overall | #3364 | 2.423 | 2.423 |
Presentation | #3661 | 2.257 | 2.257 |
Ranked from 74 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?
Keyboard keys are chained together in later stages and are both pressed when any of them is clicked
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
The concept is really cool but the camera makes it really hard to play through the game without getting dizzy sadly.
Interesting mechanic, but the problem is that the level is already hard on its own. Games like this are better with an easy level that become complex with the restrictions you put in. But hey I see in on the game page that you are already making the game better so nice!
Good job
Great mechanic! Altering the player inputs and forcing you to go back through the level with the gimmick was clever. Very well done on the gameplay portion. I played it here for more thoughts! (Also download the game instead of the browser for best experience)
Thank you for trying it out on your stream! you seemed to have fun despite the camera issues.
I have just updated the game with a nearly static camera and tighter controls if you feel like trying it out again.
I have attempted to make the web versions as playable as possible but seems like theres a limit to what a browser can do(or at least with my skill).
This game's central concept is really good. It reminds me of the old flash game This Is The Only Level, where you have to go through the same level layout with different mechanics. This game also shows off the joined together controls very well, especially with the first sign.
The main problem is the level design and the player physics. The level design asks for a level of precision that the player physics can't exactly give, so it turns out a lot harder than it needs to be. Tightening the controls is an easy way to fix this.
Also, as someone else mentioned in the comments, the premade assets haven't been imported or resized properly and wind up blurry, even on the recommended full-screen mode.
Still, despite that, with a bit of polish, this could become a really good game in the future.
This was actually a really fun concept. The sign at the start was a really good way of showing how the mechanic works once the first restriction comes around. Presentation could be better, though. The premade assets weren't fitted properly, so it looks blurry and doesn't fit. Other than that, the game's mechanics are really good! Nice job!
Didn't understand the concept at first and thought the game was broken. After I understood I still found the game very frustrating.
The game was really hard for me to get the hang of. The controls aren't what I expected at all. But it was fun. But I missed the theme completely as I couldn't even get past stage one. The camera made my head hurt a little.
I think it is solid for some people. Sadly not for me. Nice visuals though.
Good job making this on time!
Nice simple platformer. I enjoyed it for the level I played. It shows promise but it's just missing a bit of polish to really wow me.
Still, good job!
I see that this game resembles Super Meat Boy, and I think one key thing to focus on when you are inspired by another game is the mechanic of the game instead of the visuals.
The two points can be summarized as "Feeling" like another game, is much better than "looking" like another game.
I can think of two reasons to focus on mechanic instead of visuals when working off of an inspiration:
- The mechanic is what actually makes the game fun. The visuals are important, but what made Super Meat Boy a fun game was its mechanic. So in this case, super tight jumps and controls resonate with players more
- I think people will see the visuals of something they are familiar with, and then be greatly disappointed when the mechanics are not what they expected.
I hope you consider my advice, and please don't take it personally -- I just want to help!
I like the idea of this one quite a bit! Wish there were some levels where more than 2 keys were combined, neat idea!
This game was unplayable for me, as the character moved far too quickly forward automatically. And since you didn't use point filter, the title was very blurry
Super cool and original take on the theme! Haven't seen this before. I know you're aware of the issues, so with the 1.1 patch is would be a really fun experience!
I found it really hard to control as the camera moves really a lot and there's quite a bit of deceleration/acceleration. The lil character looks super pretty though! :)
Very cool & nice take on the theme, did not get it during the first level but the next one really made it interesting!
Others already mentioned the acceleration issue, but otherwise fun game with a creative idea!
Very creative and fun expirience, but it was hard to get at the start and some parts looked very different for the rest.
Overall its a great game!
The acceleration needs some work and the keys chain distracted me while playing.
Other than that, it was a neat game with a cool concept.
Ive received a lot of feedback on the acceleration issues and will be releasing an updated version after the jam.
If youre talking about the chain covering a big art of the screen, you were probably not playing fullscreen which helps, but I will also try fixing the scaling in the smaller mode as well
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