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Player's Paradox's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #545 | 3.952 | 3.952 |
Overall | #1150 | 3.571 | 3.571 |
Enjoyment | #1403 | 3.286 | 3.286 |
Presentation | #1698 | 3.476 | 3.476 |
Ranked from 21 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?
Our game swaps roles between the developer and the player. In this scenario, the developer is playing the game and the player determines the factors that are preventing him from achieving his goal.
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
It's a very cool platform puzzle game and the green matrix coder aesthetic is a nice touch. The mechanics are pretty solid but I think your attribute puzzle elements might soon be at odds with the platforming aspects, having to time the changes with a moving character. Mark talked about this issue in his Magnet Game dev blog no. 3, its very relatable, def worth a watch. Overall its a neat concept and executed very well, nice job!
This would be a really fun game, but there's the obvious wind exploit. Playing through again without using the exploit is much more fun, but having to ignore a mechanic to have fun is a little rough. I think this could be very easily solved if the only way to win was to kill the player. This way, you couldn't just stall out the timer with the wind, and you'd actively have to play the game to kill the player. This is so close to being amazing. Great Job!
I finished the game, but I’m not sure whether the bouncy setting has any use for any of these levels.
I haven’t used the wind hacks. :]
great idea! would be a great "action" puzzle game! but rn the wind can complete every level by making the player just stops for a few seconds
Awesome concept! The wind unfortunately break the game, but the realization is awesome!
This is a really cool concept! I feel like I've seen a handful of other submissions that try to pull off "You're the developer and the game is the player", but most don't do it this well.
The game is simple but there is so much you can explore and have such a variety of experiences with it. It's broadened my perspective about replayability and enjoying losing.
The art style juxtaposing retro and contemporary elements as well as the dark humour, make it very enjoyable. And profound... and funny!
HELL YEA! Very happy to see another story-based game. The matrixlike colouring was first a bit too agressive for me, but I actually zoned into it quite well.
Good luck in the competition and Id be extremely happy if you tried our game too! <3
I finished the game haha and yeah the concept is the same for my game, but with different mechanics. You should rework the game and add more music, SFX, because it's a good game! :)
Fun!!! Has a certain style. Love the aesthetic. Wind is a nice cheat !!
Thank you so much ^_^
Completed the game! Level Designing is good. Good concept and A different take on the Jam theme! Great work!!
Thank you for playing the game ^_^
Awesome! Liked the concept. I like the art.
Thank you so much :)
Awesome! I could really imagine this as a standalone game to buy.
Good job!
Thanks a lot.
Short and sweet game that I had fun messing around with for a bit!
Kinda felt like you were given too many options at once to complete some levels though, and I ultimately never used the wind direction/bounciness mechanics. Maybe with new abilities/hazards/scenarios being introduced over time, this could be a fun chaotic race to beat the developer at their own game, but with the time you guys had, I'd say this is still a success ^^
Thank you for the review. We were initially planning on enabling different abilities as the levels go on. However, due to a shortage of time, we were unable to design many levels to introduce the controls. Will definitely improve on it in the future.
The concept is very interesting I think, however all the levels are rather simple. In fact all of them can be "cheesed" by setting the wind to go left at such a speed that the character doesn't move at all. But even avoiding that, I only once used the friction setting (in the stacked crates level, which I thought was a cool concept), and I couldn't find a use for the bounciness setting. Still I liked the concept both gameplay and "story" wise, and I liked the art style which felt fitting for it.
Thank you for playing the game. We definitely fell short in terms of designing the levels well to introduce the controls. Will definitely develop the game in the future.