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Skala Klättra's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #393 | 3.943 | 3.943 |
Style | #475 | 4.172 | 4.172 |
Creativity | #495 | 4.000 | 4.000 |
Enjoyment | #746 | 3.655 | 3.655 |
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?
You *scale* (resize) yourself to move and solve puzzles. Also you "help" in building "something" at the end
Development Time
96 hours
(Optional) Please credit all assets you've used
Font: Pixeled (https://www.dafont.com/pixeled.font)
Sound Effects: Bfxr (https://www.bfxr.net/)
Music: Magnitudine Noctis (https://youtu.be/nIHZz6ATUQU)
Scale Your Fears (https://youtu.be/JAQfI-jhGUw)
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Comments
Loved the black and color style, really catchy!
Thanks!
I absolutely love the idea, and it's a really unique way to navigate the levels and puzzles! I did have two issues though. The "error" reaction, when you scale into a wall, is a bit overly sensitive for my tastes. It can make something as simple as moving onto a ledge a bit tedious if you're not extra careful about where you're dragging your mouse. The other issue I had, though this is more subjective, is the zooming in feedback to let you know when you're scaling, while useful, can become tiring and a bit distracting. It goes well with the aesthetic, but I believe putting in an option to turn it off with an alternative feedback could be useful, and might make the game more accessible.
Regardless overall I really enjoyed it, it's a really cool concept, and I think you executed it excellently! :D
Thank you!
Wow, wow, wow! Speechless! i really love the "scale to move" idea for this game jam. It's more creative than the same old *make this object bigger, make this object smaller* . The art style and music created a really, really lovely atmosphere that definitely had me hooked.
As some other people have pointed out, yes the controls are a little wonky, but I am still totally impressed by how good and polished this game feels after just 96 hours of dev time. The levels feel challenging enough and I had fun with them. Please keep working on this game because I really think it could do very well as a full game. I expect great things from this!
Keep up the good work!
Thank you! Maybe i will, maybe i won't, who knows! ;)
"Scale to move" is a novel take on the theme. I like how it makes a movement and navigation a core part of puzzles. It reminds me of snakebird in that regard.
The puzzles are great and it's impressive that you've managed to make so many puzzles within the jam timeframe.
My only criticism is that it's a bit finicky. Thankfully you restart without losing much progress if you die. Though in the levels where you push boxes, you can sometimes push it into an unwinnable state requiring a full reset. If you expand the game in the future, my suggestion would be to add a separate slow-mo button to make precise mid-air maneuvers easier. Or an undo button.
The lo-fi style is very pretty with post processing. It nails the retro vibe.
Overall it's a great entry!
Thanks :D
Game is very nicely polished. Good job!
Thanks :D
Good main mechanic that made for some good puzzles! I especially liked level 9. And cool use of the mechanics at level 14, although when I died and it restarted it broke, the box got stuck and the walls too. I do think the mechanic hasn't seen its full potential, I bet there are more ways to make challenging puzzles than just by throwing a bunch of spikes everywhere.
Also I'm guessing you're a fellow swede based on the title :D
Thanks :D
Unfortunately i'm not Swedish lol, but i've really been getting into your culture recently (Sweden, Finland etc., all thanks to My Summer Car) (i'm Polish)
Intersting idea, funny that we had both the same ideas but with very different takes and execution. The controls are quite finnicky and sometimes frustrating, I'd recommend you focusing on making the basic controller fun. But you did a good job netherless, it's a cute little game. Great job!
Thanks!
Cool game that feels nice to play! One suggestion I have is to not kill the blob just for touching a wall, since it's hard to be that precise as the player
Thanks!
Really love the simple yet effective gameplay and puzzle design! The little animations and sound also really brings the game to life!
Thanks!!
This game looks great! Love the art style. Puzzles are good too, there's a lot of depth to only being able to scale in certain directions. That said I wish I could control with something other than the mouse as an option! And it can be kind of frustrating if my scale is undone by bumping a wall, I wish it just stopped me from scaling instead of bumping me back to the smallest size (and maybe falling). All said, well done!
Thank You!
Really pretty game. I also really liked the gameplay. I thought that the scaling cancelling if you went a little bit into a wall was quite frustrating, though. Having it push up against the wall instead would be nice
I did love the game though. Crunchy old school music
Thanks!
I think you got kinda the same idea as the game "Globs" but the art direction is so different, really like yours as well. The game was fun and the puzzles challenging so good job !!
Thanks!
Simple and amazing theme use!! Well done!
Thanks! :D
This is fantastic! The music, the mechanics, the level design... mwah 🤌
Perfect rating from me, excellent job!
Thank you <3
This game was actually amazing I had so much fun, but ran out of time to play at around level 12(i think) this game is so good the simple yet really smooth graphics combined with amazing animations was amazing. the puzzles are actually awesome. The concept was so good using scaling as movement is such a cool idea, and the soundtrack was literally the best. Overall an AMAZING game
Thank You!! You can listen to the OST on youtube, here :D
I enjoyed playing it and had fun, but I got stuck on level 9. the main things I would change about the game though is maybe not to have the camera zoom in when you scale the player because it happens a lot and is a little hard on the eyes. I also didn't like how when you scale into a wall, it just sets your scale back to the default, instead maybe you could make it so the player would stop scaling, but other than that I thought the game was pretty fun
Thank You!!
When you reset / die in a level three times, a button appears on the bottom right corner that allows you to skip it 😉👍
Fantastic game with a ton of polish. The concept is executed really well and finds a lot of interesting ways to use its unique quirks to drive fun and interesting levels. VCR screen with the bloom effect on the pixels is just enough to make what would normally be pretty run of the mill pixel art visuals pop in a super cool looking way too. If I had any complaint it's that the "Reset size when you hit a wall" mechanic feels a little strict. It makes it hard to just move around the game's gimmick notwithstanding. Regardless, this game is super cool. I'd love to see a full release for this.
"Reset scale on wall hit" is a measure to prevent people from just clipping through walls, i probably should've made it less strict, honestly...
Thanks for the review!!
I imagine it's a technical in engine problem that's much easier said than fixed but I really can't understate how much better the game would feel if the rescaling just stopped you from expanding in ways that would clip you through the wall instead of resetting your size. It takes you out of the game a lot in a game that's otherwise almost perfect.
I have to be honest, the game caused me a lot of actual negative feelings. Puzzles are fun and I enjoyed some of their concepts. The concept is creative, I was interested to see where the concept would go from the screenshots and beginning first levels, and the usage in puzzles is used theoretically very well. But the frustration factor was too high.It's the controls. They're way too strict. The corners to the character around drag around are tiny. This precision clicking combined with the camera zooming in and out with clicking, that your mouse does not automatically adjust to, plus the punitive action of slightly moving your mouse to an invalid area and touching a wall resetting your length, or worse, being affected by gravity, is very stiff and feels like coaxing a boulder through a narrow canyon. Or maybe solving a maze on a moving bus without touching any of the walls. You have to constantly baby it around any surfaces, making it very sluggish and slow going.
The design of the puzzles themselves is nice though, it's just this stiff movement that's the major barrier towards gaining a fun sense of flow vs frustration. In one instance, the block resetting position made me accidently bypass level 16 without meaning to do anything, which is a shame since I wanted to try it out seeing as it was your favorite.
The aesthetic quality is very well done. I appreciate the flavor text, sense of humor in the levels, the attention to detail with the music, adding more instrumentation with dragging and with the advancing levels, and the credits were nice after everything I went through.
Thank goodness for a level skip feature. I noticed it rather late but I used it to skip a puzzle since I kinda ran out of patience by level 19 and just barely finished it. I appreciate what you're doing conceptually with the game, and it's well polished, but I don't ever want to play it again. Not without it spending a month's sabbatical in the Jiffy Lube factory with attached winning lotto numbers.
Thank you, i'll use this feedback to make my next games even better!
Real awesome game! Your level designs were super fun and made great use of the mechanics, and that ending was crazy! Really played like the sort of game you’d see in Top 100, and I hope it gets there!
Also, here are some bugs I found during my playthrough, if it’s of any help:
Thanks!
Top 100 game, can't wait to play it on steam
charging $30,000 per copy (or per download) lmao