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Raid Tomber's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #45 | 4.641 | 4.641 |
Overall | #146 | 4.151 | 4.151 |
Enjoyment | #194 | 4.000 | 4.000 |
Creativity | #872 | 3.813 | 3.813 |
Ranked from 64 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?
You play as the level itself and you have to get across the player to the goal. And you do this by rotating.
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
Absolutely stunning game. Graphics are amazing, controls and the goal of the game is understood immediately and stays faithful to the theme of the Jam. Puzzles are fun and not too difficult and the addition of a skip button is also a plus. Hats off !
Really great game, puzzles are simple and intuitive, visuals are pretty cool,some levels feel unfair but the skip button takes care of that, real smart
This is amazing - the concept has been done before, but the amount of polish this is executed with and puzzle design is top notch! Spent a lot of time on this!
We thought it was fun but too challenging until we saw the time slowdown feature, that made the game even more enjoyable!
Great art, great execution. has been done hundreds of times before tho
2 seconds in and you already know this is gonna be a banger of a game! Its a concept in itself we have seen before in some way or shape but still manages to feel unique and fresh due to the masterful execution of the levels! This is def making it in the video if not the top 10! Well done!
This is shockingly good. I would be surprised if this doesn't make it in the top 100. This game really feels like the protoype for a full fledged game (baba is you style). The amount of possibilities for future levels is crazy, and the fact you already showed several of them in this small game is already impressive. Presentation is pleasant and efficient, the controls feel great, and the level of polish overall is top notch.
The only points that ticked me were the difficulty spikes for some levels (but this is a game jam so it was bound to happen), which I still managed to all beat but it sometimes felt a bit too sudden. Those gems that reset the flip weren't very clear at first. I initially thought they just were bonuses, until I was stuck during the level and suddenly remembered the similar mechanic in Celeste. The slow motion button is a greatly needed addition when the character won't stop moving. Some have proposed a button to straight up pause the mouvement to plan out and solve the puzzle. I am not fully sure it would be the ideal solution, but I do share the feeling that at times my thought process was hindered by the fact I had to keep the character in a safe spot while I was thinking of how to solve the level.
But otherwise I kept having those "A-ha!" moments when finding the solution to a level that Mark Brown has mentionned during his process-making of his magnet game.
Congratulations to you, impressive work!
Heyyy, glad you liked it! I agree with you on the difficulty, but it happens when a clock is ticking, ya know.
One thing I do wish I added was to make it so the player only starts moving once you press a button so the level doesn't start immediately. Only thought of this now. Might be neat to add in later.
Very interesting and unique. Good job making this game. I felt the puzzles were really well thought out
Nice game!
Immediately I was impressed by the presentation, having lots of little animations for things that don't really matter to the gameplay goes a long way.
I like the idea of "being the level" and you are essentially guiding a player to the end goal. The flipping mechanic is used quite well, and there were a few mechanics thrown in that help with making it do more overall. I especially liked the springs, and how you could use them when falling as well as walking. The stone in the last level was also nice, too bad there wasn't more of it.
I think there is a bit of "weirdness" to the puzzles. In that you need to keep focus on which direction the player is facing before you turn the room, since the direction they are walking is very important. Sometimes this felt like it was hard to line up, or predict what was going to happen. I'm very glad you added the slowdown feature, which makes puzzles more of a puzzle then a skill check. (But I do think the spike hitboxes were just a bit too big)
It would also be nice to be able to look at the level before the player starts moving, since it can be hard to think of what to do directly on the fly. If the player is always moving, it becomes way more of a puzzle-platformer game (where it feels like you are controlling a character) than a puzzle game.
I would love to see some more things that we could do on the player side that would differentiate this game from other "rotate the room" games. Things that really make me feel like I am the room itself, and not a player. If there were doors that I could open myself, or other usual dungeon crawling traps and such that I had the control of. I think that those additions could help give this game become more unique.
Well done!
Thank you for the detailed review. I'll see what I can do after the jam.
Looks like I found one of this year's winners. That didn't take long.
I really enjoyed playing it! It might be nice to have a freeze button that allows you to look at the level without your character moving so that you can plan your strategy. I think that doing so will help curb the difficulty for those who need it.
I really enjoyed playing it! It might be nice to have a freeze button that allows you to look at the level without your character moving so that you can plan your strategy. I think that doing so will help curb the difficulty for those who need it.
That's actually what I wanted to do instead of the slow down mechanic, but I had issues getting it to work properly without having some issues with the physics. I might go back to it after the jam ends.
Really great game. Everything from top to bottom was really cohesive to the theme and game mechanic, and you knew how to utilize it well with quite a lot of content. Great job!
Wow! Couldn't beat all the levels, but they were just the right amount of difficulty! Super fun, great mechanics.
Very polished and great game. Challenging game and very tricky to follow what happens after rotating. Keeps it fun!
This game has proven to me that the left side of my brain is indeed rotting. Great game and I love the artstyle and sound design. Super soothing!
Ah, don't say that haha! Glad you liked it.
Gorgeous art style, and a very interesting puzzle. Your thumbnail is eminently clickable it looks so polished.
My main issue with the game is how hard it is. Even whilst holding space almost all the time, rotations still felt incredibly skill dependent. The skipping levels is a nice feature, but I feel like if I skipped a level I would also not be good enough to do the next one, so I never did.
I'd personally enjoy it more if it were easier. I reckon it could be either less skill dependent (easier to execute your plan) or less difficult a puzzle (more obvious what you should do next).
This definitely the problem I had making this. With the little time I had, coming up with meaningful levels were too difficult I suppose, except for the earlier ones. I can't really change the game now but maybe I can make it more ''puzzle-like'' after the jam.
Amazing game, creative idea, fun gameplay, and design is neat 10/10
Amazing work! I enjoyed the mechanic of rotating the level. Very interesting and fun to play.
Very polished, the amount of levels designed is impressive!