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Mine Scale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #5091 | 2.469 | 2.667 |
Overall | #5759 | 2.135 | 2.306 |
Enjoyment | #5889 | 1.929 | 2.083 |
Style | #5966 | 2.006 | 2.167 |
Ranked from 12 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 drink potions which scale the player, allowing him to have super abilities
Development Time
96 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
Great job on your first jam!
I made it to the 4th level but my boxes kept getting stuck on the floor :(
Congrats on your first game jam!
I agree with the previous comments, basically. The box puzzles were too inconsistent, killing the fun (The boxes got stuck a lot too, especially on the last level). The character's movement felt a little floaty, and the jumps over the edges felt unresponsive (coyote time!)
But overall, not bad for your first game jam. Have fun in your next projects!
Simple and correctly adheres to the theme. Lacks differentiation in my subjective opinion; the variety which does exist isn't super fun. Brightness not suitable for all players, furthermore, design is not suitable for all players in terms of accessibility. Consider how dark valuable information appears (such as the exit). Also consider that not all players can distinguish between red and blue correctly, text or symbols (to be explained in the tutorial section) would have remedied this issue. Perhaps a system where the player grabs and places crates/blocks would create a more interactive game where players have a lot more control and agency. In every level, I constantly noticed inconsistencies in how far blocks are moved upon interaction, making 'restarts' necessary. Additionally, I believe that such a method of interacting with blocks could open up avenues for more complex level design, because as it stands, the puzzles are very simple. Requiring an input or more on the correct side of an object
Hey, this is a good start for a first jam. Alas, having to restart the whole game if you fluff it up is annoying and drains out the fun pretty quickly, for me (I know someone who would perseveer!). I like the torchlit 8-bit style lighting, except the exit should be more clearly identifiable. Maybe the bottles should be big and small, or have up/down arrows on them? I kept forgetting which was which. When big miner moves blocks, it should be a consistent distance, seemed to change between 2nd/3rd level, I'd rather they didn't shove it away, but I sense that's part of the puzzle-solving.