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It Does Not Belong in a Museum's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1858 | 3.456 | 3.456 |
Enjoyment | #2026 | 3.051 | 3.051 |
Overall | #2170 | 3.198 | 3.198 |
Presentation | #2593 | 3.089 | 3.089 |
Ranked from 79 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?
1) The roles of items are reversed: Instead of progressing by collecting items and gaining new abilities, the player progresses by giving up items and losing abilities 2) The player takes on the role of a reverse Indiana Jones-esque character, where you return artifacts to a temple instead of stealing from it.
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
The reverse-metroidvania idea is really neat. It creates a rising difficulty as you have fewer options to deal with the coming challenges and it creates a meta-puzzle where you have to decide which powerups to give up first to cripple you the least in future areas. It also serves replayability as the game is qualitatively different when you play the areas in a different order.
My main criticism is with the platforming mechanics. They felt very clunky, especially with the overzealous wall-cling that was constantly activating when I didn't want it to.
Thanks for the feedback!
And yeah, the current mechanics are definitely not the most comfortable. It was a case of getting *some movement mechanics in ASAP* so that the Levels could be made well; but then the movement couldn't be tweaked because the levels were based on it.
Personally, I want to work on a post-jam update for it, and kinda fix-up the problem stuff, so that it's a nice small game, and then later start working on a new game from the ground-up that has the core idea but done on a larger and slightly different scale.
I really like the reverse Metroidvania. This could make a really fun speed run with an in-game timer. The character movement was a little too floaty for my preference, but was able to manage it. It was cool how every section was completable just sometimes with a little extra thinking. The level with the wall clings had that weird 90-degree fire which was the hardest in my opinion (gave up fire early). Then the double jump level has some poor collision on the first block after the spike. I got stuck under it without couching. Other than that it was a really nice game.
I love the idea! Fun and hard experience, good job!
Dang that was hard, but love the lil ending animation! The character movement could definitely use a lot of work, but I think the game really shines with the level design. it's really impressive the alternate routes you can take depending on which orbs you have. The idea of choosing your own order to do the puzzles, but taking away a power each time you finish one is awesome! The art style was really cute, but the particles didn't fit. tutorial was perfect: short and effective!
I like the idea of losing abilities as you progress. It's very good to leave the choice to the player which ability they will leave as they progress. Movement was clunky and hard to play for a game like this but I understand that it's hard to make a feel-good movement for a 48 hours jam. Also, level design was very good too. Good job ^^