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S.C.D. - Spirit Cake Delivery's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Implementation | #10 | 3.719 | 4.400 |
Graphics | #13 | 3.212 | 3.800 |
Fun Factor | #15 | 3.212 | 3.800 |
Gameplay | #15 | 3.043 | 3.600 |
Overall | #15 | 3.183 | 3.767 |
Special Feature Implementation | #15 | 3.212 | 3.800 |
Audio | #19 | 2.704 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
It's about hoping between two worlds using a cake to deliver said cake.
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Comments
Not a new concept, but nice nonetheless
You give us 4 slices and tell us not to go below 2 slices, which means we can use 2 slices max.
Why not just give us 2 slices ?
At first, different levels would have different requirements and you would be able to get more slices along the way. Also, the levels would have different routes that you could go and there would be multiple parts where you wouldn't be forced to use the cake if you were skilled enough, so it would have some elements of managing these resources while not using all the slices.
In the end I overestimated my level design capabilities and it ended up not having these elements =)
This was really good! I liked the style, the platforming, and the enemies!
I did notice that the jump is usually fine if there is no blocks in the way. But it made platforming more difficult when there were blocks in the way. Specifically, pressing the arrow keys mid jump undercuts the full jump height. So when blocks where in the way and I needed to jump over it, I had to let the full jump complete before I moved. It is not very intuitive but it wasn't a deal breaker at all. It just made the game a bit harder to complete than without.
Otherwise, this could do with more levels as it was fun to play! I really wanted to do more xD
Thanks! Damn, I didn't notice the jump thing, I'll keep it in mind when I make another game that has similar movement. Also, sorry about the level thing! I entered the jam late and ended up making the game in 2 days, so I was kind of losing my mind when it came to the level design part lol =D