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Rift Signal's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistry | #3 | 4.563 | 4.563 |
Overall | #8 | 4.125 | 4.125 |
Fun (Games) / Useful (Apps) / Engaging (Animations) | #9 | 3.875 | 3.875 |
Polish | #10 | 3.938 | 3.938 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- This was really my favorite entry so far. I think the art style, the concept, and the gameplay were all great! At times the game was challenging, at time not, but felt quite balanced. Had an issue with hitting the bombs properly in the mars map, so perhaps consider adding some help or tips in the case people die too many times on certain levels! Amazing work, I would definitely pay for a full version of a game like this
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Game
Team/Studio Name
Fabled Forge Games
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Comments
gorgeous use of color! great platforming!
gorgeous use of color! great platforming!
Thank you very much!
Beautiful animations, excellent platforming. It did get pretty funny with how checkpoints worked, I stopped worrying about dieing and just threw bodies at a few sections.
Thank you very much! I always tend towards trying to make a game easier rather than harder for jam games. I've accidentally made a few unplayable monstrosities in the past, haha.
Hope you enjoyed :)
Very fun. The platforming is really the funnest part. When I started to play with the spinning sword throw; I really wanted to keep doing more fun platforming with it.
With a bit more polish to combat; this could easily keep getting expanded to a full game.
Thank you! Yeah, I wish I had more time to design some more challenges around the sword bounce, but I was a little bit afraid to make the platforming too hard.
I definitely plan to flesh out the combat a bit more post jam. Thanks for playing!
Loved the diverse environments with their unique challenges, and the overall visual and audio aspects of the game. Played through 3 planets, though the rifts disappeared on different ones that I actually completed I think?
I find that it's very easy to take damage in this game, there are 2 things I can think of that would alleviate that:
That was the main issue for me, but other than that it's all very well made. Congrats on your entry!
Thank you! Yeah, the rift thing is a known bug, it's already fixed in my post jam version :).
I totally agree about the damage! The spike thing is already on my radar, for some odd reason it works as intended in the downloadable version, but works like you saw it in the html version... Adding knock back to the enemies is a great idea!
Thanks again for playing and giving feedback!
I found the high jump combo hard to pull off. I had a lot of trouble getting myself out of lava.
Theoretically you should never need the high jump, but it does help in a pinch. My intention was to write a shader that let you see platforms through the lava, but it was one of the many things I never got around to...
Thank you for playing!
Nice game! I’ve played many jam platformers but they were quite rough and too static, so the unique elements (water, falling leaves, moving lava) in each level made it very dynamic!
I discovered you could jump on your own sword, Super Mario Odyssey style, a bit late, but it’s not required in any of the puzzles.
There were a few sections that seemed impossible to traverse without being hurt, I’m sure there a way but sometimes it looks like you have to stand on, like a half tile to avoid getting hit by the spike enemy falling from the sky, or plainly avoiding the spike tiles on the green planet.
Without up/down attacks it’s also hard to defend against enemies falling from ceiling or when falling on them.
On the blue planet, if you lose the bubble it becomes quite hard in the middle of spikes, you must decide whether to backtrack or keep going on… I wonder if it’s be better being punished by damage but keeping the bubble (but then it would break the mechanic and other parts of the level); or having lower spikes to jump over them.
Otherwise the checkpoints made it not frustrating so I could just go on and finish every planet. Clearly bosses would add a lot, but you may have to rework the move set at this point (up/down attacks maybe?).
Bugs
Bug: I could stand on destructible rocks on the red planet.
By the way, I noticed those destructible rocks in the hub and on other planets, but with no explosives nearby… I thought character would unlock a bomb power, but it didn’t in the end.
One bug when running the HTML version as standalone on PC (at least on Linux + itch app) -> there game window appears at 16:9, too big. You can shrink it manually but if it’s too small, scrolling bars appear. I tried to shrink it as much as I could, but I still had to keep a white bar at the bottom, otherwise a vertical scrollbar would appear on the side…
Looks like Password is generated but you cannot enter it?
I see skills in the menu but there are not implemented yet?
Too bad we cannot unlock the purple planet for now! Waiting for the post-jam update!
Wow, thank you for the in depth writeup! We had a weird issue with hitboxes in our html version, so the spikes and destructible blocks had bigger hitboxes than expected. They work better in the downloadable version, I'm not 100% sure why...
As far as the skills go, you do unlock one after every level. you can choose which one to use with the select button, and you can use it by pressing up+attack. Unfortunately, I ran out of development time, so I never got around to teaching the player all of the mechanics. One of the abilities helps you get past destructible blocks :)
The password system does function in the downloadable version, but in the web version the "accept" button double triggers, so it goes to the password page, then it accepts a password of all zeroes with one keypress.
I'll look into the game widow sizing, I neglected to setup the linux configuration during the jam, but it should be a simple fix!
Thanks so much for playing, and leaving such useful feedback! We'll be posting a bunch of fixes post jam :)
Ah, I see! I must still have my password from the screenshot I took after finish the 3 levels, so I’ll be able to try the new skills by switching with Select / Tab.
If you patch the game I can also use that save to keep going on with the game!
Loved your use of the palette to make each planet look unique. I also loved the different mechanics on each planet. It was unclear to me initially that some of the seaweed in the water was damaging. Very fun game.
Thank you, we tried to introduce some variety into the worlds! I definitely think we could have differentiated the spikes a little better, thanks for the feedback!
Incredible amount of polish. Great page presentation, too. I find the combat a bit janky, though. I wish there were more uses for the different attacks. I did use the special attack to carry the bomb over the lava in that one Mars section, though. That did not feel like the intended solution, but it did feel very cool. This is the kind of killer game I imagine the LS16 needs.
Also, 50 seconds before the deadline. Nice.
Thank you! Yeah the combat could have used a little bit of love, but unfortunately we ran a bit short on time, as you saw on the deadline :). The tutorial is a bit lacking, but the sword can be bounced on after you throw it, so it gives you a bit more mobility! Any solution that works for that Mars section is the right solution haha. Thanks for playing!
I think I beat it? All the rifts are closed but nothing else happened.
Good platforming, fluid sprites. Good use of the palette to visually distinguish the different biomes. Only nit pick would be the sword hit detection feels a little janky--I had a really hard time hitting the bomb across the lava. But otherwise, fun game.
There's one final level, but the system that's supposed to take you there at the end is bugged. You're not the only one who's gotten stuck on that bomb section, I'm probably gonna change it up a bit once the jam is over. Thanks for the feedback, and thanks for playing!
this game is stunning
Thank you! Glad you enjoyed it :)
The art is amazing, it's fun, it feels polished
The flames that indicate the presence of crystal on a planets on the level selection screen seem misattributed, (destroying the crystal on Neptune with extinguish the flame on Mars, ect)
Thank you very much!
I reordered the planets last minute and missed changing a few numbers, oops. Thanks for playing!
Was about to report the same. The text also says that the rift is closed, but it’s not.