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Rotary World's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #4066 | 2.313 | 2.313 |
Creativity | #4176 | 2.625 | 2.625 |
Overall | #4560 | 2.313 | 2.313 |
Presentation | #5260 | 2.000 | 2.000 |
Ranked from 16 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 Control the level instead of 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?
Yes
We created the vast majority of the music during the game jam
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Comments
Fun idea! I feel like some tweening could have been nice to smooth the rotation. It was a bit difficult to orient myself with the instant 90 deg rotations :) It kept me engaged till the end!
Thanks :) We did think of multiple ways to make the rotation better, as just as other have said, it can be difficult to know how the levels will rotate, and the impact of it. The rotation mechanic is probably the focus point if we'll continue to update the game after the jam.
neat idea, presentation was a bit barebones but this is a game jam after all...
i made it a little challenge for myself to se how long i could fall for by rotating the level without hitting the ground
To be honest, my artistic skills are those of a potato, so I'm already happy to deliver something :) During the dev builds you couldn't yet lose by falling of the platforms, so it became a game at some point to try and fall out of the level and then directly onto the target without touching the walls (it was kind of satisfying, even if only possible because we had the editor open). But as a "speed run" it is still somewhat possible. (If you want to know the units, the character is allowed to go 50 times her size from the center of the level before the lose state is triggered)
It was really funny, I wish the world rotates constantly and not auto rotate 90 degrees but the idea was so original, i loved them
Thanks for playing :) The way the rotation works at the moment, continues rotation wouldn't have been possible without the camera freaking out. We did try a 30 degrees and 45 degrees rotation, however when the level wasn't at the 0, 90, 180, 270 degrees rotation the character didn't move correctly (this is somewhat visible on the 3rd level with the wall that isn't horizontal or vertical) and so this was increased to a 90 degrees rotation to "hide" the movement glitches. If we were to update it after the jam, the rotation mechanic is probably the first location to improve.
Good luck after the jam
It is difficult to know where the character is going to land when you move the screen but is a very creative idea.
Thanks for having tried it :) We already noticed before uploading dat it could be difficult to know how the screen rotates, however we didn't find an easy solution to make it more intuitive.