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KeyRivals's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #1 | 4.272 | 4.272 |
Overall | #2 | 3.897 | 3.897 |
Level Design | #3 | 3.825 | 3.825 |
Innovation / Experimentation | #4 | 3.816 | 3.816 |
Presentation (on itch.io) | #5 | 4.053 | 4.053 |
Art Direction | #5 | 4.132 | 4.132 |
Game Play / Game Feel | #6 | 3.772 | 3.772 |
Storytelling | #7 | 3.412 | 3.412 |
Ranked from 122 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Year of education
Credits (names and roles of entire team)
Alexander Uray - Producer
Valentyn Lyevyentsov - 2D art and animation
Desislava Atanasova - 2D art and animation
Jad Tawbi - Programming and engine handling
Guillem Blanch Riambau - Programming and engine handling
Leo Wognum - Sound and level design
Oliver Svensson - Product Owner, QA and level design
Everyone has also worked with the overall game design.
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Comments
Great game, although there are somethings to improve. I'm taking about minor tweeking (in the character selection there is no telling if you have selected the character) . But there is no doubt in my mind that a great team capable of creating this game will have any issue fixing that.
Mostly indecipherable. I feel like multiple characters might not have been the best use of your limited production budget - is there even any functional difference between them? A more intuitive and readable interface and better UX would have gone a lot further to let players experience your game.
The game seems like it would be fun if you could actually play with 2 people which I couldn't. To me, the gameplay overall was lacking some things because, for example, you don't really get visual or audio feedback if you get points/don't get points. The controls confused me a lot so it was kind of difficult to play. Sound was good.
Any feedback is good feedback, and yours is greatly apreciated! As my friend and teammate pointed out in another reply, the game was meant to be played with custom controllers which we don't have completed at the moment. Adding controller support is something that we plan on adding in future versions and is something we think will enhance game feel overall. There is still much we want to improve on and having your feedback gives us a headstart!
Thanks again!
- Jad Tawbi, programmer for KeyRivals
Very nice game. Good sound. Amazing art.
Tutorial is a bit text heavy.
The key prompts could maybe say the actual keys you press, I was confusion.
Thank you for the feedback!! Yes, we are aware of these issues as well as some others and we are planning to tackle them in future updates!
- Jad Tawbi, programmer for KeyRivals.
Thanks for the kind words :)
The tutorial was a bit rushed, our initial intention was to let the player practice each bit, so the information is trickling down as you learn the game, but we ran out of time to do it. We plan on re-designing it in the future with less text and more targeted practice rooms!
As far as the key prompts go, the original idea for this game was to pair it up with a custom controller with colored keys, but as the Covid-19 situation developed, we leaned over to keyboard controls as building the custom controller became increasingly difficult. The result is a mix-match of both ideas, we'll keep working to make it consistent to one of them.
We're not done improving the game yet, so receiving feedback like yours is extremely helpful for us to know where to direct our work in the future.
Thanks!
- Guillem Blanch Riambau, programmer for KeyRivals