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My Little Friend's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #5392 | 2.362 | 3.125 |
Enjoyment | #5421 | 2.079 | 2.750 |
Overall | #5660 | 2.173 | 2.875 |
Style | #5770 | 2.079 | 2.750 |
Ranked from 8 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?
This game uses a size-shifting mechanic to allow the player to reach new areas by changing their scale.
Development Time
96 hours
(Optional) Please credit all assets you've used
Everything in this game, except for sound effects, were produced by me during the jam period. This includes 3D models, code, and levels.
Sound effects were sourced from Epidemic Sound
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Comments
Finishing a fully fleshed 3D game with artistry and coding done by one solo developer within 96 hours is very impressive! The game progression feels very smooth with clever level design. Couldn't play really long since I have movement sickness, but great job on this game! :)
Thanks so much for comment! Is there anything that you think could be tweaked to make the movement a bit smoother
Impressive how you did all of the 3D assets! As an artist myself I know how time consuming that can be sometimes.
Yeah, it took a lot longer than I'd planned for sure, even keeping to a fairly simple style haha
It is an insparing concept! I feel a lot of fun when my scale was small and find details in it.
Thanks for the lovely comment :)
Controls and shooting need some improvement, but the level design is really good
I definitely see the inspiration from the theme! I really enjoyed how the platforming was built into the world, rather than just platforms placed around the area.
The game got me thinking about what I needed to do next, which is the idea with a puzzle game, so well done!
I had good fun playing this :)
Thanks for the comment, glad you enjoyed the game :)
Great execution on the Game Jam theme! I especially love you have have to walk through the entirety of the first room before you can shrink down. It really changes how you look at certain items - at first the stacks of books seem like useless rubbish because you can't interact with them, but later it turns out they were a critical platform!
I kind of wish the whole game stuck to the puzzle-y theme though - the combat with the gun and the turrets didn't really seem to fit. I can understand wanting to find some way to motivate the player to solve puzzles quickly though - it might have been better to leave out the gun, keep in the turrets, and really emphasize that getting small is your only way out of that situation.
Thanks for the lovely feedback!
Yeah I agree about the FPS element feeling tacked on. I had plans for the third area to be entered while still small, and then needing to get across the room around the patrolling enemies before becoming large again to destroy them. Unfortunately I ran out of time so it does feel a bit separate from the main mechanic in the current state. (And a couple hundred lines of enemy detection AI went unused :( haha)