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A jam submission

FIView game page

Submitted by JoshMoo — 7 hours, 33 minutes before the deadline
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FI's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#73.5084.000
Fun#132.5432.900
Overall#182.3242.650
Originality#192.4562.800
Controls#192.1052.400
Theme#192.1052.400
Audio#201.2281.400

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.1.1

Source
No too messy

Game Description
Tried to get too much done ended up witha simple platformer with abilities

Discord Username
Joshmoo

Participation Level
Yes

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Comments

Submitted

The graphics seem nice and the basic game play is all right, but it needs improvements to be enjoyable. Especially the wall jumping is a pain to get right, and because you have to walk quite far to the right to advance the screen it's feeling like running into the unknown. Also IIRC the push and pull buttons are mixed up (or the tutorial message is mixed up). It would have been nice to at least get a basic description on the game's page. Sound is definitely missing.

Submitted (1 edit)

I was enjoying this before I encountered the part where there is no save point for a long time while the screen keeps shaking. My eyes literally hurt now… I tried a lot of times but oh well, I’m not really good at this kind of games so lol. I really like the art style and the smooth control. though.

Submitted

The pull/push mechanic was confusing at first, because it doesn't work when you're too close to the rock, but after I got it was really neat. The platforming was very, very hard. But, it looked great and felt pretty original :)

Submitted

Ergonomics and predictability of your next action outcome is really important in hard-metroids and brawler fighters alike i think, but controls (esp when it comes for telekinesis and wall jumping) in FI are not that responsive and/or predictable as a metroid fan would like.
Combined with the relative hardness it is a bit frustrating. 

Oddities i encounter:
When a wall is near, a character can enter a sort of walljump mode without the wall.

Rocks sometimes get stuck on spikes or drift randomly by themselves.

The border between bouncing on an arrow and being killed by an arrow is a bit too vague. Sometimes you can just stand in front of arrow dispatcher and only get repeatedly tickled ^_^
I even thought that it is an intended mechanics for arrows but alas vertical ones  are still deadly.

You can command a rock to go away while you're directly on it, it won't move (ecpectedly), however when you jump it can slingshot all of a sudden.

Also there is a (probably test level) in the area to the right of the space where you get once you escape the shakey doom. If you go to the right of the test level you will disappear forever.
Not that's it is bad, just leaving an exploratory note here ))

Submitted

Yup, determining scope is not easy. Still some interesting ideas.