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Away From Keyboard's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2655 | 3.190 | 3.190 |
Enjoyment | #3338 | 2.571 | 2.571 |
Overall | #3550 | 2.714 | 2.714 |
Presentation | #4363 | 2.381 | 2.381 |
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?
It's a platformer, but you control the objects 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?
No
We used pre-existing audio
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Comments
The main issue with the game at the minute is that it's not very polished. If this was fixed, I'd say you'd have a quite solid prototype for a game. Overall it was good though I would have liked some additional sound effects maybe.
Thanks for the feedback!
I really enjoyed it! I really like the concept and the mechanics (similar to mine but there is no pause). The art needs a bit of polishing up but all in all, Well Done! I hope to see it further developed.
Thanks for the feedback!
you’re welcome!
The mechanic is very interesting! Love the fact that you can move multiple objects at the same time, it opens up a lot of level design possibilities! Great job team!
Thanks for the feedback and kind words!
The game is somewhat janky, and I couldn't complete it. The tiles are very confusing to control. This said, the idea for the game is pretty creative, and the narrative part was interesting. Well done!
Thanks for the feedback!
The idea of the game is good, but the execution could be better. The music is pretty nice, the art is ok, but the mechanics and physics are buggy, it would need a bit more polish to see this game become something more enjoyable. Overall the game was quite fun, but the buggy nature of the game was a bit frustrating. Anyways good job on the game !
Thanks for the feedback! The tile movement mechanics will be changed if I do a post-jam version.
A good idea, but it's a shame the game wasn't pushed a little further than moving the environment... And I think it would have been easier to do it with the mouse and not the keyboard or joystick.
otherwise the music is cool and the art is cute.
Thanks for the feedback! At first I planned to make more puzzles and map areas, but there wasn't much time left for playtesting and level design after implementing the main mechanics on day 2, so I had to cut some ideas.
Cool concept! Still has some of bugs and game breaking elements, keep going!
Oh, It has a TempleOS vibe. I like it!
I'm not familiar with TempleOS, but glad you enjoyed the game!
OK, played it again -- I managed to get a little farther. I realized that the signs are actually intended to stop your player, and that you can also move them out of the way. Then you can also move ones of the spikes to make an area easier, and I got the pink orb upgrade. But then I'm having difficulty going back left. I feel like the orb is got to be important to getting through this area, and I'm aware that I can now drag it left and right in the corner, but I can't figure out what it does. Does it make the speed of the character slower and faster? Does it increase/decrease gravity? Does it increase your speed but only when you're traveling in that direction?
I gave it a bit more effort but I gave it up. Might try again later. But yeah, lots of cool ideas that just need their problems polished out.
Thanks for sharing your experience with the game again :)
The pink slider controls the strength of the gravity affecting the player. The green slider controls the player's speed, but it's probably impossible to reach it in the current build the "intended way" due to a misplaced tile (it might be possible with the pink orb, but I personally haven't found a way yet).
The game is beatable (although the exit sprite doesn't render due to another bug). The orbs help you reach the exit, and unlocking the green slider is optional.
Again, thanks for taking your time and providing useful feedback! ^^
Cool concept. Had some issues with controls, but I think I needed to get used to it.
Creative concept, but very difficult! Can't count the number of times I accidentally sentenced my little blue blob to death because I forgot I had some block already selected. I'm sorry, little one ;_;7
So this is a cool idea but I'm having some difficulty being able to play it. Specifically it's these prohibited signs -- a necessary addition because the first thing I thought to do was scoop up the blob in a box on 3 sides to control it directly, but the signs prevent you from continuing. However, the signs also are solid and tangible to the blob, so it can't pass through them, which is most annoying at the first checkpoint where there's one right in front of you.
I kind of gave up because of that and the fact that it's pretty buggy -- blocks will move if you die and were holding the WASD, things jitter, objects can phase through each other, etc.
That being said, I do plan on coming back to this game later and playing it fully, just right now this is my first game on a quest to play all the games tagged "Metroidvania" in the GMTK jam and I'm not in the mood for frustration.
Thanks for the feedback! I should have probably clarified it better, but the signs are not really "solid" - they just stop the player's movement, but you can move them around like any other tile, and they can pass through solid objects. Also, every tile's movement is constrained to a circle, so that might explain the glitchy interactions. I hope that helps if you return to fully play this game! Good luck on your quest to complete all "Metroidvania"-tagged games in the jam :)