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Former Terra's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #16 | 3.266 | 4.000 |
Audio | #27 | 2.041 | 2.500 |
Fun | #27 | 2.245 | 2.750 |
Overall | #27 | 2.398 | 2.938 |
Theme | #29 | 2.449 | 3.000 |
Graphics | #30 | 2.245 | 2.750 |
Controls | #31 | 2.143 | 2.625 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2.1
Source
Yes
Game Description
Destructible environment for exploration!
Discord Username
vortexofdeduction, k3achas, and MarsEvader
Participation Level
vortexofdeduction: 1st, k3achas: 2nd, MarsEvader: 1st
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Comments
This is a cool game. The destructible tiles were really neat and make me want to do something similar in my own game. I just didn't want to play for very long because the music isn't mixed very well and it kinda grated on my ears.
Glad you liked the game! That's a shame that you found the music grating. The music definitely has room for improvement. If we develop the game further we might work on the music more or find existing music to use (and we'd definitely give an option to turn the music off).
Blowing the tiles up is quite cathartic, but my goodness, I really wanted to be able to zoom out. I was making leaps of faith far too often for my liking, and more often than not they ended up with me having to start the level all over again.
Thanks for your review! Seems like the level design is our biggest complaint. We ran out of time to implement our original plan for level design (procedural generation), so we had less time for hardcoded level design and playtesting than would have been ideal. (Lesson learned for future jams, I guess.) We'll definitely keep your feedback in mind for future games and for any future work on this game.
Would you prefer being zoomed out further so you can see more tiles at once, or would you rather the platforms just be closer together? Changing the zoom and changing the level design are two different ways to fix the "leap of faith" issue, but we wouldn't necessarily have to do both to fix the issue, so I was curious if you had a preference.
Pretty fun! The destruction mechanics are really interesting, and it follows the theme pretty well. However ,I felt the pickaxe invalidated the other tools, as it was suffiicient to get all keys. Maybe that changes on later levels though.
The graphics aren't bad, but there is a inconsistency of styles between the gate, with it's gradient shadows, the terrain, which isn't shaded at all and the fog in the backgroud that is too detailed.
The music was mysterious and fit the atmosphere, but is really repetitive.
Overall it's a nice game, unfortunately I couldn't figure out how to get past the second level, I got stuck on how to return to the gate after getting the keys to the left. The only thing that I really didn't like is how you need to make "leaps of faith" some times to get to certain platforms. In my opinion, it's very important to always know where you're jumping at in a platformer.
Thanks for the review! I hadn't considered the pickaxe that way, since it's definitely the most tedious tool. I guess that's a balance to consider.
The inconsistency of graphics styles is because different people were working on different things (I worked on the terrain, and a different person worked on the gate and the fog). Next time we'll make sure to maintain a consistent style, possibly by having only one person do the artwork.
Sorry you had trouble with the level. I don't think of any of us have written a platformer before, so we're still new to level design and thus the levels aren't perfect. In addition, we were planning to implement procedural level generation but ran out of time, so we didn't spend as much time on hardcoding levels as a team that was planning to hardcode levels from the beginning would have.
Glad you were able to enjoy the game despite its shortcomings, and we'll definitely keep your feedback in mind for future games. (We might even use these reviews to make improvements after the voting period and share the updated version.)
Pretty cool game. I enjoyed it. I had a little trouble understanding the controls simply on account of for some reason shift not seeming to work all the time - would have been good to have some kind of feedback for that just to show that it is being registered (think cooldown timer on the abilities). Your destructible tiles are toit though - super innovative implementation (you can kinda tell how it's done just by seeing it done - but the sloped tiles being included was great). Good music and reasonable graphics as well.
Glad you liked it! The controls should work that you hold shift and then (while holding shift) press the key(s) for the direction you want to aim (the bomb doesn't need aiming, but everything else does). So if you were trying to hold directions and then press shift, then that wouldn't be registered. If you're experiencing an issue other than that, it's a bug. That's a good point about showing that shift is registered. But yeah, the controls are not necessarily the easiest to use. If we do more work on the game, we'll look into making the controls better.
I liked the creative destruction mechanics (couldn't find much of a use for the fire though), but felt I never had much freedom to play with them, knowing that if I got something wrong, I'd have to start the level again. Saving the key progress between deaths could be a good way to allow for more experimentation.
Overall though, a solid take on the theme!
Thanks for the review! We did consider saving key progress between deaths, but decided against it because we did want there to be some kind of stakes and challenge. When you die, the tiles reset (otherwise we'd have to add another way to reset the level if you accidentally made it unplayable). So if the keys don't reset, then you don't have to find a solution that works to get all the keys; you just have to find a solution for each key individually since your key progress is restored when you die. We might develop this more after the jam, and if we do then we could add a sandbox mode so you can play with the mechanics.
As for the fire, I did realize after making it that its use was limited. But here's a fun fact that might help you make better use of it: fire doesn't spread to empty tiles, which means if you cut off the fire (for example, by using the beam tool (#2)), you can limit the area it affects.