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Virtual Man's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #200 | 3.057 | 3.222 |
Audio | #205 | 2.635 | 2.778 |
Overall | #212 | 2.978 | 3.139 |
Authenticity (use of resolution restriction) | #219 | 3.689 | 3.889 |
Gameplay | #220 | 2.530 | 2.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Only one member. I wrote the code and made the art, music, and SFX from scratch. Super fun experience!
Was the resolution a challenge?
Hard to make the sprites look good with that low about of pixels
What did you learn?
Tons of stuff :P
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Comments
Game was fun. I did manage to clear the game but agree with other comments the controls were a bit rough. There definitely was one randomly hard level early on too since the game was very icy with it's momentum it's hard to land on single wide blocks.
Really tough controls! But big points to you for thoroughly explaining them! so many other games just toss you into the deep end and it can be really confusing/frustrating. although your game was very difficult - i at least understood what i was supposed to do.
Great mechanics, sticky music and good pixel art. But controls are a bit off and it's really difficult to control the player when he runs as he goes too fast to even get used to it, but with a bit of tweaking it could be an awesome game!
I like the simple art style but really struggled to get to grip with the controls...probably just me. Well done.
Would you be able to describe in what way you struggled with the controls? That could really help me improve :)
And thanks fro playing!
I would worry too much, I'm notoriously bad at platformers so it's probably just me!
I think I have a sense with what might feel wrong. This is a precision-heavy platformer, so it's very important that (i) I can trust the info on the screen and (ii) the character completely stops moving when there's no input. At the 2nd level after the tutorial where there are singular blocks to dash over, the character slid down from the corner of a block several times. Spike hitboxes felt bigger than spikes looked, while borders of the blocks felt smaller than they looke.