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Tiny Traveling Tourists's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #33 | 2.333 | 2.333 |
Audio | #33 | 2.250 | 2.250 |
Theme | #36 | 2.167 | 2.167 |
Originality | #39 | 2.167 | 2.167 |
Accessibility | #39 | 1.750 | 1.750 |
Overall | #43 | 1.929 | 1.929 |
Fun | #44 | 1.500 | 1.500 |
Controls | #44 | 1.333 | 1.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.4.4
Wildcards Used
One Moment, Mobius Loop
Game Description
Shoot spiders, search for secrets.
How does your game tie into the theme?
Your ship malfunctions, trapping you in a space-time loop.
Source(s)
N/A
Discord Username
N/A
Participation Level (GWJ Only)
2
My game has an export for Linux, Windows, & Mac and/or is playable through HTML5
name
description
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Comments
Lot of stuff in this game and unfortunately it was all just throw at you in the tutorial and information screen. Also the keys were not placed very well - WASD and then CVB? spread out the two hands on the keyboard.
I really wanted to play through and beat the game but things like reverse gravity not being able to turn off and the slow slow pace of game really did not help.
The hit detection boxes of the character and the enemies also needs some work.
Sorry for ranting this is because I think you have a great start here - just need to find a way to bring it all together and work out the bugs.
Thanks for submitting - would love to play a fixed up version.
Not gonna lie, everything feels a bit slow and I'm very unclear as to what I should be doing. I think this game needs some pruning - what I mean by that is take it back to basics and have one core mechanic (like gravity reverse) and then riff on that for as long as possible, then add in one or two other dynamics as you go.
the old "keep it simple" principle basically.
Having said that it's your second jam entry and you've throw most of the elements of a game together which is always a big achievement.
hmm I'm not sure I understood the mechanics, although I think the flipping gravity was really cool! maybe the stamina system was throwing me off, ALSO IDLE ANIMATION 15/10 he be groovin :D
Thank you for your feedback! I'm really glad you liked the idle animation, that was one of my favorite parts of the whole project. So, the mechanics, if I understand what you're saying, are suppose to be a simple platformer where the goal is to repair your broken ship. Then I interpreted the Mobius Loop wildcard as a time loop. A (hopefully) fun way to explain why winning means starting over at the beginning. Unfortunately, a couple typos make that part not work the way it was intended. I found my mistake about two hours after the deadline. Oops.
The crafting system was very interesting, but I found that the slow movement of the character really hindered my enjoyment of the game. I also got softlocked on the first level because I ran out of stamina and couldn't use the gravity flip. The character design was pretty cute though.
Thank you for your feedback! I often question how fast to make character movement, especially in a jam game. Too fast and precision jumps are no fun, too slow and exploration starts to feel like a chore. I tried to fix that with the dash/run mechanic, but by then I had played each level through over a dozen times and I breeze through them without really thinking. I eventually decided turning off gravity flipping should be free but forgot to code that. Sorry.
No problem man, different strokes for different folks. Even just making something that works is half the difficulty, so good job!