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Super Marionette's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #57 | 4.000 | 4.000 |
Overall | #269 | 3.167 | 3.167 |
Feel | #360 | 2.333 | 2.333 |
Theme | #368 | 2.667 | 2.667 |
Aesthetics | #377 | 2.500 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
1. Collecting chests increases the mood of the audience while also spawning both pickups, breakable vases and enemies.
2. As the player executes a successful action, the mood of the audience increases while the lights turn on, so the player can navigate better.
3. When increasing the difficulty level, the player is given more potential pickups, but also has to perform faster
Third-party resources
Freesound.org:
- IllusiaProductions
- Soundeffects4You
- jayfrosting
- Corsica_S
- ProjectsU012
- InspectorJ
- YleArkisto
Contributors
- Kimberly Liu: Graphics, design
- Jeppe Zapp: Programming, design
Source Code
https://github.com/Putaitu/super-marionette
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Comments
I like that you explored the idea of the character the player controls pushing against the character, but the game requires precise movements, which works against the idea of the player only really suggesting where the character is supposed to go. It's cool to see this kind of thing explored though, good on you!
Thanks for commenting! You're right, the game is kind of fighting against itself. I think we landed on a solid concept though, we just didn't use it right.
Yeah, touch controls could be neat, although I think a lot more would have to be reworked to make it work on smaller screens. We definitely missed the target on the implementation, but I think the concept is pretty neat too. Thanks for your comment, very constructive :)