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On the Flipside's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #614 | 3.632 | 3.769 |
Enjoyment | #637 | 3.484 | 3.615 |
Creativity | #767 | 3.632 | 3.769 |
Presentation | #800 | 3.780 | 3.923 |
Ranked from 13 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?
This game is based around a coin toss (itself a type of two-sided dice, when you think about it) and various superstitions regarding luck (broken mirrors, indoor umbrellas, four-leafed clovers, etc.).
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
Wow! Really great platforming concept. Changing the level based on direction of travel is a really clever mechanic. The platforming is rather floaty, which made intentionally facing the right direction difficult. Still a great job and delivered well in 48 hours.
Thank you for the kind words.
In regards to the "floatyness", that might be because, in order to avoid cheesing with mid-air flips, I made it so your luck depended on which direction your velocity was headed, rather than your input. Perhaps I should make aerial deceleration faster to compensate? Maybe even add an air dash move? I'll have to work on that if I ever make a post-jam build.
In the game's current state, the trick to switching luck while airborne is to stay at a standstill, then press both jump and the opposite direction at the same time. Some good 'ol coyote time would probably aid in that as well. You can never have enough coyote time.
Fun, it took me a bit to figure out the controls but the concept communicates really easy even without words.
Thank you.
The game looks good but some sounds would be nice. Other than that great level design.
Clearly, the lack of sound is a metaphor for how coins don't have ears.
At least not when you're looking.
Though I think the game has nothing to do with the theme, I finished the game and I think the mechanic is interesting. The pixel art is cute. Without hint, I can quickly understand everything.
Though the world may disagree, and even laugh behind my back, I know my heart says the truth: a coin IS a type of dice!
Ok, but seriously. I'm glad you enjoyed the game. I initially struggled to find level elements that suited the mechanic, but I think it all changed when I introduced the mirror / luck inversion. After that everything started falling into place, more or less.
Quoting wikipedia “Dice are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random numbers”, so yes, it is a type of dice lol.
My heart is unclouded and my actions are just.
the game looks so cool! i keep crashing after a level or two for some reason, but it seems like a very cool mechanic and i wish i could play more!
Oh? This is the first I've heard of this happening.
Really fun game. But like the other commenter said, a hint would be nice, that you have to press e to get through the door or interact with things. :D
I had a lot of fun especially with the jumping left and right passages
I realise now that I could've gone ahead and added prompts during the 3 hours I had spare and it probably wouldn't have taken that long. The change of color/face during flipping, for instance, was added after initial submission. No reason prompts couldn't be as well.
Hindsight is a cruel thing indeed.
good twist on the prompt! The gameplay itself is a lot of fun once you get used to it.
I figured that most people would use literal dice for their games, so I decided to explore a different instrument of luck.
Plus, it's easier to work with 2 sides than 6 XD.
interesting game mechanic!
quite nice level design, though i wish there had been a tutorial, i didn't know you could press E to interact with things at first.
Yeah. I thought about adding a button prompt whenever you were near interactable objects, but never got around to implementing it. Figured the page description would suffice, guess I was wrong.