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Paralateral's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 3.912 | 3.912 |
Audio/Sound Design | #2 | 3.941 | 3.941 |
Art Style/Visuals | #4 | 4.235 | 4.235 |
Theme | #9 | 3.941 | 3.941 |
Gameplay/Fun | #11 | 3.529 | 3.529 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine / Tools
Unity, Aseprite, Logic Pro
How does your game fit the theme?
The player uses time travel to uncover and traverse the game world from both the perspective of the past and the future. Only with these two perspectives can you complete the game and uncover the true events of the story.
Self-made & used stuff
Graphics / Art (e.g. models or textures)
Audio (e.g. music or sound effects)
Assets (e.g. free or owned)
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Comments
A fun platformer! The retro look was well done and stylish and classic.
But at first, I had to really look to figure out what was a platform and what wasn’t before jumping. Some more contrast between background and foreground could help with that. But it was a minor issue.
The switching mechanic fit the theme nicely and was also needed for completing the levels. The music had a great beat, and the SFX added to the immersion. The color palette was well used!
The controls worked fine, though "K" for attacking was a bit of a stretch for my fingers while using the arrow keys for movement.
It was a short game, but it packed a punch. What was there felt polished and well executed.
A nice entry for our jam—well done! 😊
This is a great game! Love the sound and art work. Game play feels nice too. The main thing I would change is making the platforms more obviously visible. Right now they are lost in the background a little. Overall great game though!
Awesome game! The art fits great, and the music and gameplay make me feel nostalgic. It reminds me of the game Contra. Fantastic job!
Very nice, this feels like a well rounded game, very polished. And the art/music gameplay really fits very well together.
And i love how you have respawn points so i wont have to go back to the beginning of the level constatly,
Let’s start with the art, which absolutely amazed me—it’s incredible how much you got out of this palette! The gameplay is really fun, and the idea is great. I didn’t encounter any bugs, which is impressive. Really well done!
im really glad you enjoyed the game, i had a blast making the pixel art, so its good to hear that people liked it.
Any problems I might have with this title are irrelevant to how good it is. I am giving you a full 5 stars across the board cause this title is very polished and I would definitely play a longer version if available.
That said, sometimes it was not obvious that switching back would put you into a trap or some other form of hazard.
It is also a shame that you didn't do an ending. Didn't need to be a full ending where everything is resolved, but at least a point where the game ends.
hey, thanks for playing our game, we glad you enjoyed it so much.
as you might know, we didnt finish nearly as many levels as we had planned to. unfortunately, a climax and ending to the game were amongst the levels we didn't finish, despite them mainly just needing to have the level backgrounds made for them. but the post jam version will likely have the rest of all the levels that didn't make it in the jam version with backgrounds.
I echo most of this Rosechamber's sentiments for sure, so I won't give a full review beyond that. That being said, I would also enjoy a less restrictive dash. The cooldown took a bit of getting used to. Possibly more i-frames as well. Slashing the enemies feels very satisfying, so I would lean into that angle.
yeah i definitely agree about making the dash cooldown much shorter, as well as fixing the double jump timing.
i dont think we ever got around to adding i-frames into the game. i-frames are definately a no-brainer for any platformer fighting game like this one, so i'll totally add them to the post jam version.
thanks for playing our game and for the great feedback.
In general it´s a good game, a bit frustrating sometimes and platforms should have a different colour in order to identify them well. Music and art is amazing. Good job!
swapping the colour of the platforms so that they stand out better is a good idea, i think i will do that for the post jam version. thanks for the feedback.
VERY COOL!! I wanted to play more levels, even did the secret ones. Only problem the platform colors makes them hard to read, and I missed some alternate controls to use the arrow keys (although that last bit is just personal preference). And the sound design is also really fitting.
hey, thanks for playing. im glad you enjoyed the game. our game does have alternative arrow key controls, try pressing arrow keys in the game to move, you can also use z,x and c as jump, dash and time travel too.
really good submission I love the fighting although the double jump is unreliable and the mosquitos are invicible despite appearing to take damage. the switching in time almost feels like a rhythm game and is super satisfying.
thanks for playing our game. i didn't realise until now, that putting a time window on the double jump was frustrating for the player, so i will definitely remove it for the post jam version.
i think that i will also change the hurt effect on the bug to eliminate confusion. your feedback is really helpful, thankyou very much.
Very solid overall, love the art, the core concept is interesting and well executed. Unfortunately, the double jump has some weird restrictions which can make platforming frustrating. I was a little disappointed to find a wall of unkillable enemies at the end of the final platforming challenge, but I can respect it being there for story reasons. Overall, good job!
thanks for playing, im glad you enjoyed it.
we wish we could have filled out more levels but we unfortunately had to cut the game short and couldn't put in a proper ending, hence the room with invincible eenemies.
we will definitely change the double jump as well to be much easier to use (by removing the time window) for the post jam version.
First off, I love how the fighting in this game is handled. the fights are like puzzles almost, and I loved teleporting behind enemies to hack n slash em. I also love the theme and use of the colors here (cough cough sonic cd cough cough im sorry I had to cough lol). One BIG gripe: the double jump. I can't trust it. Oftentimes jumping over pits, if I don't use it within the first second after my first jump, it just doesn't register, and some of the jumps in the game require a late double jump. That in combination with learning the controls was a bit of a task for me, I was struggling ngl (that might just be me being an L gamer tho). That didn't stop the game from being awesome- the music tuning out when switching, the really good use of palate, the fighting mechanics, they are all really good. With a potentially simpler control scheme or controller support, I can easily see this being a steam title. L gamer/10
thanks for playing our game, and for all the really valuable feedback, im glad you enjoyed it.
we are pretty certain we know how to fix the double jump by removing the precise time window for the input, which we can change for the post jam version.