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IntroGameSophie's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How much fun is this game? | #5 | 2.667 | 2.667 |
How creative/original is this game? | #5 | 2.667 | 2.667 |
Overall | #6 | 2.222 | 2.222 |
How technically impressive is this game? | #9 | 1.333 | 1.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Sophie
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Comments
Hi Sophie, I liked your spiral design, it was a creative way of getting to the end. I just thought I was a dummy and took a detour, until reading Alan's comment, I didn't actually know that you were supposed to take that path and then jump down. I just did it because it seemed like the natural thing to do.
I agree with what Alan said, it could be signaled a bit better that you're supposed to go up to the top first and then drop down and then go further up to get to the finish. However it was very clear what the end goal was from the start.
About platform size, they were tricky at times, I only fell down once but I didn't think they were too hard. A lot of times I wasn't sure if I could make the jump so it felt like a tiny victory everytime I did unexpectedly succeed. Overall nice job!
This was surprisingly pleasing to play! Just goes to show you that flashy graphics and polish don't make up for creative thinking and attention to the player experience.
You chose a relatively nice size for the platforms, and the jumps feel spaced out comfortably (but not too comfortably), and I found myself bouncing between making jumps easily and just making them at first, which was nice. The lack of variation in shape and detail led to a couple wrong turns for me, but I did like the up/down variation.
You went for a big twist 1/2 way through, and I have to say you almost landed it. First time I reached the high-up/drop down I suspected you'd pulled a "dummy route" on me and was a bit frustrated - second time I went around I realised you expected me to jump down, and I was quite impressed! The view from that tallest platform let me see the rest of the route, and it felt like a clever 1/2 way break. If it had only been signalled a bit clearer, it would have been perfect.
Unfortunately I didn't finish it ... smart move halving the platform size towards the end, but it was too much challenge without a checkpoint for me.
But smart work, and some nice creativity on display!
Thanks for the feedback. Though I am quite sure there is a checkpoint both on the platform after the big fall and on the platform right before the platform size decreases, They aren't visible though, which of course is probably something I shouldn't have done.
I might have just missed it. One of the issues with blockout is that it can be hard to work out your position, but we'll deal with that in the future! :D
yeah, I was struggling with that. I know how to save and set the player rotation, but it doesn't affect the follow camera. I was trying to figure out how to set the follow camera's relative position when respawning so you don't get turned around when you do, but I didn't succeed.