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The night I went to convenience store won a lottery but got kidnapped by alien then started to escape or die's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1291 | 3.641 | 3.641 |
Presentation | #1457 | 3.590 | 3.590 |
Overall | #1521 | 3.419 | 3.419 |
Enjoyment | #2091 | 3.026 | 3.026 |
Ranked from 39 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 game has two gravity. In the second gravity mode, all platforms reversed to enemy that keep chasing the player.
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
gonna echo what others already said and praise your artwork :) the core idea is really cool and having that perspective shift the first few times is really surprising! i'm already imagining a few awesome possibilities of how this mechanic could be used. great entry!
it is kind of hard to understand why the gravity starts shifting though, since the timer in the top right corner is pretty small. i think if you added a little sound effect that plays each time that happens, it would make the player go "oh" and maybe check the entire screen carefully and find the timer :)
oh, also that title is fantastic :D
Thanks for playing and for your praising!! :D
Haha, that's very interesting advice! We are thinking about adding a halo around character with a loading effect to show the gravity shift timing. But a sound effect may work well, too! (I like the "oh" from players, so it's a bit hard to choose.)
You found the hidden treasure! We like the title, too! :D
Awwww!Jeez the art is good!!
Glad you like it!! :>
First off, I really love the art, it is extremely unique! Also, the gameplay loop is suuuper interesting. The one criticism I would have is that it is not always obvious why you restart and it was not clear at first when the gravity switched. Amazing idea and implementation, please check out my game when you have the chance :)
Thanks for the feedback!! Glad you like the art and gameplay!
Oh, did you go to the boundary of the level? We set the "dead zone" on each side of the level there. This will bring you back to the starting point. We hadn't figured out how to show this to the player, though.
Checked your game and love your art, too! Nice work :>
Its a bit hard to understand but after I did i found it very fun. The game also has quite the personality the title is fun and the curscene too but I wasn't able to read it. Perhaps better tutorials could help but overall it was fun.
Thanks for the feedback!! More tutorials on mechanics and the clicking function for cutscenes are coming!
The game took me some time to understand, but afterward it was a fun experience.
Thanks!! Glad you had a fun experience with it!
Cutscene text at the start was extremely fast and I couldn't read it. Wish I could read it at my own pace.
When actually playing, I couldn't grasp what the enemies were capable of in top-down mode. Sometimes they moved with me as if gravity was still in play, but then sometimes they would just stand still not doing anything (in the same top-down mode mind). Because of this I didn't really know what I could trust and what I couldn't. I think if the elements would change sprites to indicate the behavior change I think it would be more intuitive and easier to learn. Or have them more consistent. Make barrels only move upwards if you're standing on them during top-down, not just when top-down gets activated.
Even with those issues, I like how the game looks and the atmosphere, it makes stuff less frustrating and makes me wanna give the levels a couple more tries.
Thank you so much for your feedback!!
As for the cutscene, we'll add the clicking function so you can read at your own pace as other comments suggested.
We're thinking about adding some small levels to explain the behavior of those elements. Let me explain them here. There are 2 types of behavior for each similar shape of enemies. Barrels will basically move with you and only 1 type of it will hurt you. Spikes will basically hurt you and only 1 type of it will move. The Aid kit is...kind of complex. The red one will follow and hurt you, while the white one will simply stay and heal you.
Basically, elements are consistent in their shape and behavior, I think. But changing sprites to indicate the behavior is a good suggestion! We'll work on it after the jam.
Another thing is, those elements are activated within a range around the character. We'll add something like a halo to show the range, so the player can tell which element will be activated.
Thanks for your patience on the game! Our artist's magic did change the game.
Oh! so it is...! Oh! This is the sound I make when playing the game (from my mind).
Thanks for playing!! Haha! That is the surprise and joy we wanna bring to players when they figured out the mechanics of those elements and the puzzles. Glad you enjoyed the game!
I had a lot of fun once I understood the mechanics and knew when they would kill me. Nice concept!
Thanks!! Glad you enjoyed it!
Quite a cool concept, and a unique mechanic!
I think the screens at the start go a bit fast, might have been better to make the player click through them at their own pace. But I like the style of the gameplay, the little character is cute!
Thanks for the feedback!! Glad you like it! Our programmer put a lot of effort into implementing these concept and mechanic!
That's a good idea! We'll add the clicking function on the cutscene after the jam. Really appreciate it!!
Nice cutscene at the start and cool mechanics. It took me a while to understand the fact that platforms turn into monster in the second mode, but the concept is very clever and lead to interesting gameplay. Nice job!
Thanks for the feedback!!
Lively art, relaxing theme, and brutal yet fun gameplay; I really enjoyed it a ton.
I don't think the concept can ever be more specific, but here we are.
Lovely stuff indeed; I like it.
Thanks for playing and for your warm feedback!! Glad you like the game! Reading your comments line by line brings smiles to our faces.
I love the intro scene but the text moved a bit fast.
Thanks for the feedback!!
Not bad! I like the backstory and music. I feel like the game title might be a smidge too short tho...
Thanks for the feedback!! We hoped to expand more on levels and elements but didn't have enough time to.
Died about 50 times before I realize that the key is not interactive under zero gravity mode, but the game is pretty fun. The opening scene is old game style but with Japanese anime elements in it. I like it a lot.
btw the rabbit reminds of I Kill Giants.
Glad you like the opening scene! Our artist put a lot of effort into it! And sorry for the confusion on the key's mechanics. (But you inspired us to add a counter for the number of player deaths! Thanks a lot!)
Didn't know the movie, but it looks interesting from the trailer!
It is very cute!
Would have liked a bit more ideas or levels, but very neat!
Thanks for playing!! We'll add more levels and more elements with various behaviors!
It took sometime for me to understand the two-dimensions mechanic.After figured it out it was interesting!
Thanks!!
pretty fun! Its a bit short, and can be kinda strange to play, but its pretty good!
Thanks for playing! We wanted to expand levels or add a boss but didn't have enough time to.
Neat! The central mechanic took a second to get my head around but once I did it was cool
Thanks!!
Would love slower aproach to explaining mechanics in levels, but after i got controls in hands, it was quite fun to play! Love the idea <3
Thanks for the feedback and glad you like our game!
We'll work on explaining mechanics slower, like separate gravity, shooting enemies and behavior change in different gravity into several small levels after the jam! Probably put too much into a single level.
It took me a moment to realise what the twist was, but I like the twist on the theme! Roles reversed, literally, as platforms become enemies and key items kill you when you are in the top-down perspective.
I'd like to see this lean more into the top-down bit, as it's like playing a platformer but from the background layer itself, which seems like a fun concept to explore!
You got the idea! And thanks a lot for the feedback!
It does look like playing in a thin background layer when looking into it, but it's getting hard to see all elements clearly if we lean more into a top-down view. So there might be some other techs to present the top-down.