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1game2views3bitcolors4you's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #19 | 3.611 | 3.611 |
Art Style/Visuals | #23 | 3.556 | 3.556 |
Overall | #30 | 3.042 | 3.042 |
Audio/Sound Design | #47 | 2.611 | 2.611 |
Gameplay/Fun | #55 | 2.389 | 2.389 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine / Tools
Unity, Blender, Audacity
How does your game fit the theme?
You have to switch between two camera perspectives and control schemes to beat the game. Also it is somewhat color coded and has two color puzzles to incorporate the limited palette as a gameplay element.
Self-made & used stuff
Graphics / Art (e.g. models or textures)
Assets (e.g. free or owned)
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Comments
Not bad for your second jam game! The game looked nice, and the palette was used well. It had it own unique style with the colors.
The controls, however, were very slippery—there was too much momentum, which often caused me to overshoot and fall off the platform, for example. That could definitely be tweaked to improve the gameplay experience.
The music and sound effects were fine. The theme was incorporated in a fun way, and the concept of different movement mechanics in different views was well done.
A solid second jam game—keep it up! 馃槉
fun concept and really dope art but the character controller could use some work, cause its super slippery, and some of the puzzles are a bit annoying. but overall a slam dunk.
I like your take on two views and the surreal world of this game. Definitely the controls were over sensitive and it was basically impossible to climb the "tongs" at the beginning of the game because I kept sliding off them. This lack of friction might be a fun challenge for a hard mode or on a small section where the player is scrambling on ice, but was a trip up for a regular playthrough.
I like what you did with the colors, expectably with the water.
But i have to agree with the comment below that it feels like i am running on ice all the time, a but more friction would be welcome. I also think the jump had to much airtime it made jumping very hard.
And of course the classic stick to a wall issue that lots of physics have (jump against a wall an keep pressing forward you stick to the wall and don't fall)
For a jam a very good game.
The 2.5D angle of this game almost reminds me of old 32-bit games. Interesting! To improve the platforming, I would suggest making the walls interact with the player's momentum less, having more precise landings or bigger floors (this would also justify somewhat slower acceleration) to jump onto for coin sections like the beginning's, and slightly slowing down the swimming speed.
That aside, the perspective shift was really neat and it definitely feels like a game that needed to use 3D models rather than something that was merely experimental. I can tell a lot of thought went into this. You had a creative solution to making the water area without relying on translucency effects. Kinda started laughing at the game over screen too.
I saw that you were giving controls for bot a keyboard and mouse so I played with both! The player movement in this game is very floaty and can be hard to get used to. For some reason, it was easier to grasp this floatiness when I played with a controller. I really liked your use of physics objects for the puzzles. The general aethetics of this game is giving me liminal vibes, maybe its the shadows (dont take that as a bad thing, i liked it). I would appreciate there being a more clear ending to the level as I had missed a few coins. Maybe I still pass but with a lower score? Overall I think your game is very unique and I need to know what shader you used for the game (it looks reallllly good on the coins)
Maybe playing with a gamepad feels better because the analog sticks allow for smaller forces. Like with keyboard it will always accelerate with full force.
The shader used for the coins is this one: https://assetstore.unity.com/packages/p/urp-simple-toon-shader-243515 Sadly it only supports one directional light and no shadows like most of those shaders, that's why they glow in the dark.
I changed the light attenuation function to be very sharp. As in all lights have the same brightness up to their range and then quickly fade out. One has to edit a file for that, I only edited the upper function: https://docs.unity3d.com/6000.0/Documentation/Manual/urp/lighting/custom-lightin...
I made a custom shader for all materials based on the shader graph example code for the cel shader but actually used the "Simple" shader route and modified it again to be very binary. Instead of producing a gradient I added some math nodes to multiply it with a big number, limit and round it to have a near immediate jump from 0.0 to 1.0. Then added some routing for specular highlights but there is a big in there that I haven't fixed yet. This example package, look at the "cel shading" code: https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph...