Intersting concept. Made me think at times to be able to advance.
On thing I noticed is that you can not die.
Criteria | Rank | Score* | Raw Score |
Originality | #6 | 4.446 | 4.733 |
Overall | #14 | 3.757 | 4.000 |
Audio | #20 | 3.444 | 3.667 |
Graphics | #21 | 3.883 | 4.133 |
Fun | #25 | 3.507 | 3.733 |
Theme | #26 | 3.945 | 4.200 |
Controls | #32 | 3.319 | 3.533 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
v3.2.1
Source
No
Game Description
Puzzle/crawler turn-based game where tiles revolve around you
Discord Username
Kikopu, Velvys, Kahmeset
Participation Level (GWJ)
First GWJ, first Godot project
Jam Time
Second jam
Intersting concept. Made me think at times to be able to advance.
On thing I noticed is that you can not die.
Really excellent job, especially for your first Godot game ever! Interesting concept, and great art style and music. Do you plan to continue on it? Hope to see you again at the next jam. :-)
Thanks a lot ! For now we dont intend to keep going on this concept (we actually didnt talk about this) but we do want to make our first idea 100% playable (which means procedural dungeon generation, power ups and, well... being able to die would be nice too). We will export the Linux version again tho, thanks for warning us !
The main concept is lovely and I also really liked the bat enemy, that can't be moved around as the rest of the things. Despite this however, the character was immortal, ahahah. You should expand on this more, it could became a really cool smartphone game at the very least, great job!
Very original and fun to play. Even after just a few steps you really have to start thinking harder than expected. Well done!
Congrats on your first Godot game! I thought the game mechanic was really original and has a lot of potential for a full puzzle game. I enjoyed the first level and how it required you to use change your rotation in both ways. The handdrawn style art is charming and the overall design is great.
One minor nitpick is that it would be nice to have bolder outlines or some other stylistic indicator of which objects are affected by your rotation and which are not. I was a bit confused at first that spikes weren't affected by my rotation.
Thanks a lot! It's actually not nitpicking, you're 100% true, we should have thought of this. Originally it was supposed to be a rogue like with randomly generated floors, this is why after the first floor (which is the tutorial) the game feels less like a calculated puzzle game. Glad you enjoyed it tho!
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