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X is RNG()'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #832 | 3.519 | 3.519 |
Presentation | #934 | 3.704 | 3.704 |
Enjoyment | #964 | 3.309 | 3.309 |
Creativity | #994 | 3.543 | 3.543 |
Ranked from 81 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 function of the X button is randomly selected out of 3 options after each time you use it.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Neat Concept. I would have liked to have seen more done with it, but it was entertaining.
GREAT concept, GREAT art, GREAT music. Game's addicting and I practically had to pry myself away from it. My only complaint is that the grapple die is janky and the momentum you get is almost useless, as you need to be pretty far from it to actually get anywhere. But otherwise, very well done!
This is a hard game, but it's fun to play. I like the limited randomness, how each part is doable, albeit with different difficulty, regardless of your abilities. Bold and creative concept, well executed, and fun to play.
I think it’s quite impressive that each part of the levels are solvable with most of the combinations of the special abilities. Even though it was really (really) hard, it was interesting enough to keep trying and I reached the end somehow. Sometimes I had no idea what I was doing but I was happy to find myself at the next checkpoint.
Overall it was an enjoyable experience, nice work! It would be interesting to see more levels with this concept.
VERY NICE GAME, I LOVE THE ART STYLE VERY MUCH. KEEP IT UP
It was really hard for me because I kept getting the jump key and the random key confused but I beated the game! The gamefeel is really good and the level design is great!
Cute idea! Tough as nails!!
Nice Game! Good take on the idea , cool graphics !
I really like the graphics of the game. I find them really cute! Its a bit too hard (at least for my standars xD ) thats the only thing you could improve. Good Concept, good graphics. Good job!
Love the whole vibe of the game but I suck at it but still managed to find it fun! Well done
Great art. Game feels great to play. Cool interpretation of the theme. My only comment is that it feels kind of awkward to jump with Z and then switch to X to double jump. Otherwise great submission.
This game feels so smooth, It feels so good to chain multiple moves together, the sprites look great. my only suggestion is that the part before you go into the (underworld?) is a bit too hard and you should just add more Levels. It is really fun ♥
Gotta love a pico8 game! It was very fun, but I feel like when all of the X moves come out randomly, and all have similar functions, it does you well to simply mash X when you think it'll be important. There isn't really time to react to the new change in many cases. Otherwise, this is a very unique and charming entry to the jam!
Thanks!
And yeah, that's a problem I noticed after a while, but it was a bit late to change it. I'm not sure what I could have changed the moves to in order to make a bigger impact. And I also was planning to make a time slow down each time a new move was chosen, but I didn't have enough time to make it feel good, and was generally more disturbing than helpful.
I like the concept, and there were a couple moments where I got in to a flow.
But I definitely think the game would have been easier, and more fun with sequences, if the X moves rotated in a pattern. 🤔
This was a super fun idea, with a bit of work on the character controller and either removing the randomness element, or only switching on press of another button, I believe you could have something really interesting here. All the movement types made for really interesting level design
What you recommend is kinda like a game I've made before (Olympus, which is very inspired by Celeste classic but with some new/different mechanics), but with a grappling hook.
That's a pretty cool idea, I might make it sometime, thanks!
Props for using pico 8! The pixel art was solid, controls were pretty tight and the respawn was seamless. I feel the difficulty could be scaled back a tad. Wasn't able to make the grappling hook do anything useful, but the dash and double jump were awesome. Well done!
This game is INSANE for pico 8, especially because you didn't have the full amount of time. The level design is really cool in how it can be solved with each of the powerups. I've tried making games in PICO8, and I spent half the time figuring out how to get it to render to the screen! Anyways, I wish I came up with this idea first, so that I could use it!
Thank you, though I definitely would not have be able to do this 2 years ago when I first started using Pico8, but since then I have made 4 platformers it (not including this or things I made in other engines/libraries/whatever), and each time I programmed it from scratch because I made it to intertwined with code unique for the game...
So you could say I have some practice!
(and the hardest thing is always getting collision in corners to work, as the x and y collisions don't like mixing, at least if you don't want the character hovering above the ground)
When I programmed collisions, I always had issues with the character clipping into corners. My system checked if there would be a collision on the x-axis, and then on the y, before applying the movement, like in this video:
The problem with this system was it didn't check diagonally, so i now apply the x axis once I find it is clear, so when I check on the y, it will take the updated x position into account. Basically, rather than checking both axis and THEN applying the movement, I check on just the X, apply it, and then check the Y. I don't know if this is the issue that you had, but I watched a flawed tutorial and was stumped by this for ages. I tried implementing other, hacky solutions which kinda worked. If this is your problem then hopefully it helps, otherwise i guess I've wasted a little bit of both of our times! Hope it helps thoMy problem most times is that because I check most of the character collision for the whole thing, if you go into a wall enough on both axes, it just puts you all the way out of an entire chink of tiles, as updating one axis the right amount won’t fix the other axis. I often use the old position on the opposite axis when calculating the first axis (though I think I just get lucky some times)
(Also, I wrote all this assuming we’re both talking about collisions where you push the character to the position they should be instead of reverting to the old position [also the vid doesn’t have a velocity more than 1 in each axis I think, so it doesn’t have to deal with that])
Edit: I don't think I made much sense, but to hopefully to make this clearer: the problems I have are mostly to do with going into walls with velocities that make it hard to tell exactly where the character has to be moved, as both axes have to move the character out the perfect number of pixels to make it look right, and you you don't hover or partially in the block.
The reason I didn’t spend much time on the character collision in this one because I just set the x to the old position instead of pushing you up against a wall (meaning you actually don't slide up all the way against a wall in most cases) ;)
Usually, I just revert back to an old position, which can be somewhat jarring when the character is in free-fall and is moving in large enough steps that it ends up floating. Overall, the video with the adjustment that I stated works well for me (: I often just ignore the slight "floating", where the character dellerates, just before hitting a surface. I don't know if it would be possible to adapt the video's system in order to feature quarter steps, like is used in mario 64. That could prevent the jarring. I'm sorry that I'm not more knowledgable on other systems, but the one in the video, maybe with a few adaptations seemed to work well for me. I actually used it in a previous game jam game (admittedly which is not as good as yours), but if you want to try it, you can play it here: https://ossoace.itch.io/find-fakes or here: https://www.zel.us/games/fake_find/. Hopefully it helps! And, I'll have a look into your system. It sounds interesting!
Well, my code is probably hard to read, and just reverts the x-axis to it's old position.
If you want to find a better system, I think this game of mine: https://void-gamesplay.itch.io/the-return-of-timmy-the-grappling-hook has a pretty solid collision system.
Anyway, thanks for the help! Its made me think a bit about collisions without barging head first into the code.