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Archris's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #4 | 3.848 | 3.848 |
Technical | #6 | 3.783 | 3.783 |
Design | #13 | 3.652 | 3.652 |
Overall | #16 | 3.491 | 3.491 |
Artistic | #19 | 4.043 | 4.043 |
Theme | #74 | 2.130 | 2.130 |
Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Awesome Awesome game! Visually stunning with clean and fun gameplay! The music really fit everything and the game just felt so good and very polished! Some things took me a couple of tries because I personally was not great, but the game was lots of fun and had me wanting to continue to play more! Great work!
thank you very much and i'm glad that you liked it :-)
Yes, it's pretty hard in some areas, but i like to put some challenge into those small experiences. ^^
Some of the checkpoints don't work correctly in every situation, which doesn't makes it easier :-D
Fantastic visuals, great atmospheric sound and good game flow. I liked the twist on classic platformer gameplay that the bow provides. Great work!
Happy that you liked it.
Thank you very much! :-)
Great game and my personal favorite as I am a sucker for bow mechanics. Seriously, if there is a bow in the game I would use it and it only as I find that tension-shoot really satisficing. The shoot-warp mechanic is great and certainly my jam. I only wish the gravity would be a bit floaty and the velocity would reset on warp, that would give room to some sick plays and speedrun approaches. Also nice work on those shaders!
Wow, it was hard, but also so enjoyable. Have different secrets to pass the levels, great graphics, and level design. In general amazing platformer with its own interesting things
Love the arrow mechanic and the gameplay but when dying it feels a bit stretched like seeing the current level I am in every time I die isn’t really that necessary because it could be in the pause menu which I see is recycled from the main menu so for the level name it could just be a variable and a condition checking whether you’re in a level or not and display the level name in the menu when that condition is true. And it would be nice feedback to the player knowing where the checkpoints are. At the Cave Level with the 4 lasers (space in the middle) where the evolution thing is, it does make the region look appealing but more technically if the player had to use an arrow to get to the middle they wouldn’t need the evolution thing because they could get out the same way (Unless of course it actually is used for something in that area ) I mean other than that the player feels good and the arrow is great as well just getting a few jitters when moving with the mouse and the way you only gave the player the arrow like further into the first level was smart gameplay (not giving the player the core mechanic early ofc) Great Game :)
thank you :-)
yes, the checkpoint system is not the best, i tried to avoid global states as much as possible to reduce the chance of game breaking bugs, so the scene does restart. but you're right, the transistions should be way shorter to encourage trial and error gameplay even more.
the mouse aim is indeed a bit flaky, but i optimized it still a bit (earlier version were flat out horrible), but had to stop and leave it behind to finish the other stuff, there was actually a lot that got sacrificed due to the time constraint ^^
originally the environmental transform effect should also have more impact, visually and gameplay wise, but i sadly had to trim it down also :-)
thanks a lot for playing and i'm glad that you liked it :-)
Hey! I reviewed this game on my live stream. You can hear my feedback here:
saw it live, you did great :-)
thank you <3
This game was great. The arrow mechanic was awesome, the movement was flawless as well. Sound, art etc. everything was great.
One gripe that I have is that I think the player should be able to teleport to the point where the arrow landed for a second or so. That would make it much nicer to control. Also some coyote time would be great here. Plus the aiming with the controller was a bit difficult, when releasing the joystick it always jumped to a new location, it was very hard to keep a direction. Some more polish to the controls would make it perfect. The theme is a bit loosely applied but its there.
Overall, awesome game.
Thank you very much for playing and for the nice words :-)
yeah, i had a hard time to get the controls right and there is still some work to do. The coyote timer is there, but too short, you're right :-D
the warp mechanic also needs some more love, but you're the first one that pointed out a grace period when the arrow hits the ground, thats an fantastic idea, thanks :-)
I also think it would make sense in the world and look nice if the arrow stuck in the ground. Maybe some timeout effect and it would look perfect. Similarly to the in-air timeout flashes. Those looked great as well.