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Project Scale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #6657 | 1.693 | 2.111 |
Enjoyment | #6720 | 1.604 | 2.000 |
Overall | #6897 | 1.633 | 2.037 |
Creativity | #7014 | 1.604 | 2.000 |
Ranked from 9 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?
Scaling player
Development Time
96 hours
(Optional) Please credit all assets you've used
See description for full credits
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Comments
Camera and movement - yeah, that's the whole world with different tricks and stuff to make it feels better. Coyoute jump, spring arm, camera collision, air control, climb on slight. When it's done right no one will notice. But when you've made even slight mistake - players will feel it :)
Lightning is a little bit off but thats may be an art choice which I didn't understand.
Overall I liked the game!
It's simple, nice camera intro (not many games playing with camera) and smooth animations!
Simple shapes and textures play nice with each other!
Good job!
I only wish there was more of a reason to be the different size, besides size. That and the camera control felt awkward, so it was hard to figure out exactly how to make jumps. But overall, I enjoyed it, it was fun.
The idea was that you would need to use both forms, normal and small, to solve puzzels. Like pushing an object through a tiny hole in a wall, or pushing a large object and so on. But I, the level designer, got kinda lost while designing the second room, The acid one. There was also supposed to be small enemies stopping you while in your small form.
Glad that you enjoyed it and had fun!
Control is a bit awkward but overall OK
(Dev here 👋)
is it the moving or jumping or both? What is the awkward part? If you can tell
The movement feels like a little bit delayed when you stop moving near the edge. Also the way camera rotates is very sensitive and hard to control.
But the live animation of the character is nice. I still don't know how to do it.