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Roll Reverser's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #49 | 4.241 | 4.241 |
Overall | #187 | 4.115 | 4.115 |
Presentation | #278 | 4.310 | 4.310 |
Creativity | #921 | 3.793 | 3.793 |
Ranked from 29 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?
Maybe a slight stretch of the theme, we went with the phonetically identical "Rolls Reversed" as the central conceit of the game.
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
I had a lot of fun with this. I managed to get 00:38:13 on the last level with some effort, which I think is pretty good. The main issue I had was with my momentum randomly going away sometimes. It's really easy to clip objects and sometimes I lost it when I wasn't even touching a wall. Overall, though, great work! I love the take on the theme, it's very funny.
Oh wow 38:13 is an amazing result for golden heights! We spend quite a long time chasing a sub 40 time internally and didnt even know for sure if it was possible before finding 2 rather large skips. Would be curious to see if they are the same ones you took?
The momentum mechanic definitly is a bit oversensitive at the moment, especially when landing jumps and before reaching max momentum. We'll have a look at making a postjam build after we catch up on sleep and the voting is done and hope to make it a bit more consistent.
Thanks for playing the game to such perfection!
No problem! The two skips were right before each curved wall running segment, where you can cut the corners.
I really want to like this game but it feels way too hard for me.
The music is great and I like the way it lights the background in rythm, and the concept is really funny, I laughed when I finished the tutorial.
But the game itself is so hard, I don't understand how I'm supposed to maintain momentum between alternating wallslides, and I keep falling to my death because I press the jump button slightly too late, I think adding some coyote time would help the game feel a lot, but I might simply be too casual compared to the target audience.
Overall I think it's still pretty great! Good Job!
Thaks for the feedback and suggestions :)
Coyote time as well as a few other tweaks are definitly something we wanted to look at, to make it easier to get used to the game controls and get the timings right. As game jams go we didnt get to that for the jam release, but might revisit it for a postjam run.
As for the momentum: When walljumping you get pushed out of the wall with no need to face away from the wall in a steep angle. This allows you to use the limited air controll in the forward direction, rather than "crashing" into the second wall. Definitly takes a bit to get used to, but is very fun once you do =)
Really awesome game! The stretch on the theme was hilarious and i was not expecting it, gameplay was smooth and overall just a really impressive game for 48 hours!