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KILLALL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Final Results | #5 | n/a | n/a |
Gameplay/Mechanics | #10 | 2.800 | 2.800 |
Originality | #11 | 3.200 | 3.200 |
Art/Aesthetic | #20 | 2.100 | 2.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Dependencies
web browser or standard unity dependencies
GitHub/Repo
https://github.com/williambl/linuxgamejam2018/
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Comments
Note that this feedback is based on the build(s) available at the end of the jam.
There's a cool glitch aesthetic at work in KILLALL that I dig. From the hexdump-esque text in the in the menu and level background to the noisy platform textures to the minimallist representations of the player and enemies, there's a "rawness" at work that feels compelling.
The exploration of the theme is interesting and provides a lot of opportunities for skillful play to feel really powerful (reinforced by screenshake and particle effects), and that's a cool thing to land on in a game jam.
There are some issues with the player controls feeling a bit floaty and it being easy to inadvertently lift off the ground and not be able to jump, particularly when travelling downhill, but also sometimes when changing direction while at speed on a flat surface (a common problem that most physics based platformers overcome). I think that the game is still playable as is, but could be a lot stronger with tighter, more reliable controls.
The audio effects are appropriate and functional, but I'm on the fence about how well the music fits with the rest of the game. It feels bright and happy in a way that doesn't seem to reflect the kind of darker, abstract subvertive hacker vibe that I get off the rest of the game.
The single level feels like a good introduction to what a larger game like this could be like. It has solid pacing and provides some interesting challenges to master as players become familiar with the game.
KILLALL is one of my favourite submissions this year. Best of luck if you decide to continue development!
I'd also like to do a short interview with you for an article I'm writing on the 2018 Linux Game Jam. Shoot me an email via cheese@cheesetalks.net and I'll send you through some questions!
Thanks for taking the time to write this up and offering to interview me! I've sent you an email.
Thanks for making a cool game :D
I really like the idea, but the movement is almost rage inducingly floaty, jumping doesn't always seem to trigger, and getting "stuck" on the vertical faces without sliding down is annoying. Also... due to the speed your character goes, it's very hard to accurately platform jump or, even know what's coming up in the level to know what the next move will be.
All that said, when my actions are perfect, the game does feel like it could be a lot of fun!
Thanks for playing.
I agree: movement is a bit of an issue throughout the game (and most games I make, to be honest!)
This is a rough gem.
The art style is very placeholder, and the controls are floaty, but flying though the air smacking into dudes felt great, once I got the hang of it.
Thanks for playing.
I agree about the controls: it seems that the controls end up too floaty most times I try to make a platformer. I feel like I could have improved the controls if I had spent a bit more time on it.
Oh, that's not a big deal at all, if you feel that way then they just need to be refined.
I don't mean to soapbox like I have amazing advice to give, but I always come back to this article on the matter: http://www.gamasutra.com/blogs/MarkVenturelli/20140821/223866/Game_Feel_Tips_II_.... I think it's great advice.
But yeah, rad game dude.