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Oh BTW Glasses Stack's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Likely to Release | #25 | 3.000 | 3.000 |
Interesting Gameplay / Fun | #26 | 2.625 | 2.625 |
Bug Free | #26 | 2.875 | 2.875 |
Aesthetic (Art & Audio) | #27 | 2.750 | 2.750 |
Overall | #28 | 2.813 | 2.813 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I liked the start intro sequence (was cool way of doing a tutorial) and also the sliding mechanic, but couldnt get the wall running to work for some reason. I was also lost for a second before i realised the shields were the collectables! xD
Overall though i feel like it could be a good adventure type game once finished and once the player movement has been tweaked a bit! :)
I liked the movement however i think it would probably have been better with having the wallrunning when you hold down spase instead of just when you jump in to a wall. otherwise me like
Glad to hear you're relatively satisfied :) I'm not completely attached to the wall running as it stands right now. I'll consider reworking wall running where I could incorporate holding Spacebar to continue the wall run given I find time to change this. Thanks for your feedback!
>What was the most frustrating moment or aspect?
Movement. I feel off things or hopped over edges and off objects multiple times, and was generally terrified of jumping.
>What was your favorite moment or aspect?
I managed to hop on the edge of a block and go directly into a wall run from it, which was cool.
>Was there anything you wanted to do, but couldn't?
I wanted to use the slide more, but there didn't seem to be a reason to use it.
>If you could change, add, or remove any 1 thing, what would it be?
I would either make the traversal less demanding, allowing for more free-form forward movement kinda like how 2D Sonic combines high speed, floaty control, and multiple paths forward, or I would make the change in movement (running, jumping, etc) less extreme.Thanks for taking the time to leave a comment :)
I agree that the movement can be a little much. Even I found I was being punished a bit too much for missing these jumps and such. I'll try to tone it back.
We are planning to have 5 separate levels. I'll try to make sure there's more sliding for release!
The start was slick. I liked how the textbox slid in with the sound effect.
One thing that was hard for me was keeping track of all the controls that were in the introduction. I think a way to bring up the controls later might help.
Also, I felt that the yellow moving platforms moved really slowly, since I wanted to get back into jumping around.
Cool music and houses!
Thanks for your feedback! I'm glad you liked the start. I've always wanted to make something like that :)
Noted. It shouldn't be hard to implement something like that. I think that's a great idea. Not sure what happened when exporting the game WebGL but time with the lifts really slowed down. I'll be sure to up the speed of those come release. For a game I'm attempting to make fast paced I can see how those were anything but.