Play game
Handheld Traverse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3187 | 3.071 | 3.071 |
Enjoyment | #3260 | 2.786 | 2.786 |
Overall | #3740 | 2.810 | 2.810 |
Style | #4454 | 2.571 | 2.571 |
Ranked from 14 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?
The game's core mechanic is scaling boxes to suit your platforming needs.
Development Time
96 hours
(Optional) Please credit all assets you've used
Art & Sound Effects - Kenney
Music - Gamer Soundtrack: Game BOI by HoliznaCC0
Leave a comment
Log in with itch.io to leave a comment.
Comments
Nice game, the style isn't unique but works perfectly with the gameplay. The choice of having to move the stuffs while the character is near them is a nice way to make a puzzle like this harder, but often ends in being softlocked. The animation of jumps requires a frame for the character to prepare for the jump itself, while this helps the animation being more clean it comes with an imput lag which can be pretty annoying. Overall is ok, but can easily become boring after time
What a cute game! Sometimes hard to click on scalable platforms for me. Had a lot of fun
The jump is a bit behind the input other than that nice game!
Nice game, a couple recommendations I have are to make the character jump higher and to add a little coyote time (being able to jump for a couple frames after leaving the ground). Do you think you could try my game out?
I really like the little dance he does when he reaches the door. Good job.
Thanks! I'm pretty sure Kenney intended that as a climbing animation, but I saw it as a cute dance!
The game was fun, because there is a way to solve almost every level in an unintended way. I mostly jumped, clicked the box below me, moved it somewhere else then landed on it, and repeat. Again, it was fun tho. Also, dying sometimes doesn't reset the entire level. And, the keys were mostly useless in all of the levels because you got them right towards the end. In the one level where you had to go get the key and then go back to the door, you could just get the key, die, then respawn at the door without having to do the platforming. The fact that you have the key doesn't reset when you die, I think that's a programming error.
It was intentional to not reset the level when dying - for the cases where you placed the boxes properly, but just messed up the platforming. You can press R to reset the level - perhaps I should have made that more clear in the button prompts.
You're 100% correct about the key mechanic - I realized that it was nearly useless late into development, but it felt too close to deadline to remove it. As far as the cheat goes - well done! I completely spaced that, perhaps a bit more playtesting could have solved that.
Thanks for the super insightful feedback!
The cheat could just be eliminated by having a smaller reach to the boxes btw. You have to time it decently well.
A very charming platforming! Love that there is a scale at the top that shows how big I want the square to be; a little touch but really helping in terms of player experience. The level progression feels a bit slow at the start, maybe you can skip the first two levels of tutorial if you want to showcase the scaling system right away as your game's special ability. Good job for finishing the game! :)
Thank you! The box scaling meter wasn't originally intended, and a bit of a pain to implement with GameMaker, so I really appreciate your compliment! And yeah, the first couple levels are admittedly trivial to anyone who has played a 2D platformer. The idea was to briefly introduce the moving/jumping controls before getting to the meat of the game. Perhaps teaching that in the menu screen is more appropriate.
Its a pretty cute game and conceptthe controls felt very unnatural tho and it felt like there was a delay on jumps
Thanks for the feedback! You jump the moment you release the space button, not anytime you are pressing it, so that probably explains your complaint with the jump. Other than that, what controls felt unnatural?
The game was fun, I really liked that you had that bar at the top making it so you cant scale all boxes infinitely. I played around with the game and appreciate that I was able to have creative solutions to some of the puzzles. One improvement I can think of is adding more types of boxes, and also making it so the player can cancel a move and the box will snap back to where it was picked up. Good job!
Great idea for the box snap back! I'll be adding that after the voting period ends! I wanted to add more box types, liquid types, tricks to learn, etc., but ultimately had to limit my scope for deadline purposes. Thanks for the feedback!
Cool idea, I love the art and feel of the game!
Thanks! I can't take credit for the art though, that goes to Kenney!