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Kamabi Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Ready to Release for Money! | #13 | 2.000 | 2.000 |
Gameplay / Fun Factor | #17 | 2.889 | 2.889 |
Can't Wait For The DLC / Sequel | #19 | 2.444 | 2.444 |
Overall | #19 | 2.489 | 2.489 |
Music & Sound | #22 | 2.556 | 2.556 |
Art / Aesthetic | #24 | 2.556 | 2.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Concept Jam Submission Link
https://docs.google.com/document/d/1lU8qFssNKnZRbFDPrx2BvIPyPj9SCZX-q-YfGcNDX9M/edit?usp=sharing
Prototype Jam Submission Link
https://mysterioushatter.itch.io/kamabi-escape
Production Jam Submission Link
https://mysterioushatter.itch.io/kamabi-escape
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Comments
This is a neat idea. I had fun swinging on level 1 and skipping all the platforms. However on level 2 I was a little frustrated when going for the final platform. I had a hard time telling if my grapple was in range of the colored blocks. I started going for the fast platform and had difficulty landing on it because my zip would leave me floating and the platform would just fly away. Something that would hugely improve this is just adding a prominent shadow under the main character. That way you can tell where he is and when he's over something. Also having better indication of whether or not your grapple is actually in range.
One more small thing, when I died in slow motion, the animations took a long time to go through and I couldn't click the level restart button. Also some of the sounds are a bit jarring. Overall though this has a lot of potential. I'd love to see this get fine tuned and released. Can't have too many platformers.
Good job on this :)
Thanks for the feedback, I added in a new update that makes landing on the last platform much easier, and have the player exit out of slo-mo mode once they died.
I really like the concept. Swinging around is fun and I like the take on it putting emphasis on being precise. That being said, it is difficult to move the targeting arrow when trying to grapple. I tried both on the keyboard and on controller and it feels a little stiff and unruly. If you can nail a couple of swings one after another it feels very satisfying though. I also think the camera should follow along with the character a little more closely, it's really hard to judge the distance on jumps as it is right now. I think it would also be helpful to add an audio cue or particle effect when you can grapple just to make it clearer.
The character is very cute and there's a lot of potential in the swinging mechanic!
Really really fun! I like how you guys focused on one specific mechanic that sets the game apart. Definitely worth continue working on it if you want.
It was a little hard for me thou haha is a little tricky to control the character while swinging but is solid nonetheless. Probably the next step would be to get a more experienced artist and/or graphic desigbner