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Heavy Friends's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mouthfeel / Vibe 😶 | #14 | 3.207 | 3.429 |
Palette usage 🌈 | #16 | 3.074 | 3.286 |
Fun 🎊 | #16 | 2.806 | 3.000 |
Overall | #16 | 2.886 | 3.086 |
Neat Idea 🧠 | #16 | 3.341 | 3.571 |
Evocativity 🤗😭 | #18 | 2.004 | 2.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This feels good when you get in a groove with the thumbsticks! Kept having to reload when I would fall off the edge and fall forever, though... but I still kind of enjoyed flying my trails and particles around when that happened for awhile.
This feels good when you get in a groove with the thumbsticks! Kept having to reload when I would fall off the edge and fall forever, though... but I still kind of enjoyed flying my trails and particles around when that happened for awhile.
For some reason if I died early I'd respawn under the ground, a few reboots later the respawning was working! Took a bit of gettin' use to and a lot of pumpin the breaks but zoomin around was fun. I love split-brain twinstick controls. Multitasking with directions is always a simple and yet rewarding challenge for games.
At first I wasn't sure what was happening, but I actually ended up loving the overall gestural approach to movement, and the fantastic pattern that's formed from your tail as you move about!
The music was quite the vibe. The game was alright, the controls felt very wonky, although it seems that was the design. It looks like we are a spaceship out of control trying to get from point A to B while collecting these blue dots on the way. It'd be nice if the game told me at the start that there was some end goal in mind (the puddle of orange at the end of the level).
I also did not feel like the aiming, or flow controls did anything to how the player moved.