The polish on this game is superb. Not a fan of how floaty the controls are, but it was a blast. Really well done!
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Prism Rush's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #2169 | 3.381 | 4.000 |
Enjoyment | #3539 | 2.704 | 3.200 |
Overall | #3542 | 2.874 | 3.400 |
Creativity | #4894 | 2.535 | 3.000 |
Ranked from 10 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 use scaleable platforms to your advantage and advanded movement
Development Time
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See Credits for full list.
Comments
The concept is super cool, and I would've loved to really get into this one. Unfortunately, as others have mentioned, the sheer slipperiness of the platforming - combined with the level of precision it routinely demands - made me give up in the end. But the aesthetic is really well executed, and all the UI and customizable settings are super impressive for a jam game! I'd love to give this one another go with just some tiny tweaks to the movement!
I tuned the player controller to feel good while bunny hopping. I sadly didn't have much time to playtest this time so I realized too late that not everyone is gonna play the game like that. I will definitely work on the controller to make it feel good for both playstyles. Thanks for playing and the feedback
Happy to hear that I also had a lot of fun making it and I definitely want to explore the idea a bit more after the jam. You are absolutely right with the rapid sizing and I will change that. I just ran out of time before noticing it and I did not know how to quickly change it without destroying the animation. But there will definitely be a different animation and a way higher "fire rate" for sizing in the future. Thanks for playing and giving feedback
I had a lot of fun trying to master the movement controls. I felt that they were too slippery as I kept running off the platforms. Great job on the UI menus!
The movement is tuned to feel good for bunny hopping as I did not playtest enough to realise not everyone is gonna play it like that which results in a very slippy feeling player controller if you take it a bit slower. I will definitely try to make it feel good for both playstyles in the future. Thanks for playing and the feedback.
I absolutely LOVE how you menus look and how the overall style is for the game. A little skybox would've been the final chef's kiss, but overall it visually looked really good for a 3-D game jam game!
I will say that the platforms felt real slippery for some reason, and I found myself wanting to shoot the scalable platforms to change their size instead of relying on another mechanic... maybe there's an idea in there somewhere?
Wanted to add a proper sky box bit ran out of time. I will definitely add that in the future. The movement is heavily based on the concept that the player bunny hops that's the main reason why it feels so slippery if you dont. Sadly I did not have a lot of playtesters this time so I realised way to late that not everyone will play the game that way. I will look into the controller and work on making it feel good for both playstyles in the future. I also thought about letting the player just shoot the platforms but ultimately decided against it. Will explore this again though and see how it feels. Thanks for playing and the feedback.
What an incredibly polished game! The art style is really expressive, the firework particles look great and having things like input remapping is impressive QoL for a game jam game. Fantastic job!
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