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Arbitrary Actions's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #3612 | 2.256 | 2.545 |
Overall | #4143 | 2.203 | 2.485 |
Creativity | #4190 | 2.256 | 2.545 |
Presentation | #4400 | 2.095 | 2.364 |
Ranked from 11 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?
Arbitrary Actions makes the player a dice, and as a twist, randomly selects movement keys every time the player plays a level, which could be interpreted as choosing keybinds based on the 'roll of the dice.' The color schemes of the levels are also randomized, and could be thought of as chosen by the 'roll of the dice.'
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?
No
We used pre-existing audio
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Comments
Had fun with this one! It was challenging at times – it really messed with my brain. But that was part of the fun! I think it'd be cool if you added a dice-roll animation at the start of a level, to show how the controls are being randomized. Overall, great job!
Thanks for the feedback!
Very challenging game! The presentation could be improved, but for a 48-hour jam game, it's still really great. Nice game!
Thanks so much!
The game was very fun! The various controls are very challenging and fun! The movement might be made better and polished up! I really like the colour scheme used! The concept was quite unique and implemented in a different way!
BEST OF LUCK:)
thanks for the feedback!
Very cool concept, hard as hell! liked the way it connects to the theme
Thanks!
The random controls are so challenging and fun! Great concept for sure. I think the movement might need a little polish, I often found that when moving you could not jump, at least not right away. Giving the player more control in this area will help balance the random controls!
Also great presentation, I liked the different color schemes!
Thanks so much! I actually spent the entire first day trying to polish the movement because this is my first platformer, but it turned out to be much harder than expected, so I had to scrap it for basic movement. I guess I’ll have to work on a functioning and more robust movement system for the future.
Movement is so hard!! Especially for platformers, so I can empathize with you. Let me know if you fix it up!
Omg this game had me cracking up, almost QWOP-like in how fun + frustrating it is. I wasn't expecting the controls switching every time to mess with my brain so much.
Also, as a fellow Mac dev I definitely recommend targeting WebGL only for future jams! Takes a lot of the headache out of it, although there are a few gotchas like having to disable compression.
thanks for the advice! yeah, I definitely learned a valuable lesson about playtesting on all platforms before uploading.
Unfortunately an issue with the windows build, i was unable to jump. Info in the LocalLow suggests an error with the Audio Manager
NullReferenceException: Object reference not set to an instance of an object at AudioManager.PlayOneShot (System.String name) [0x00043] in <1cddf8b6b962409286e6592dcd08df8a>:0 at PlayerScript.Update () [0x00070] in <1cddf8b6b962409286e6592dcd08df8a>:0