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Solsticer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #31 | 4.000 | 4.000 |
Graphics | #115 | 3.722 | 3.722 |
Overall | #209 | 3.208 | 3.208 |
Authenticity (use of resolution) | #261 | 3.667 | 3.667 |
Audio | #334 | 1.444 | 1.444 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
It was mostly me working on the project, though I did get some help from my friend in terms of feedback.
Was the resolution a challenge?
If anything the resolution made things easier for me (I don't know how to draw)
What did you learn?
So much I don't even know where to begin
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Comments
a good game with challenging gameplay. It was weird sometimes switching between screens, coming up from the bottom and starting in the middle, or as I jumped I didn't feel like I should start in a right facing corridor if you know what i mean.
Fairly solid platforming, though it felt a little floaty for my tastes.
But still had a lot of fun platforming challenges and overall I really enjoyed it.
A pity about the resolution though.
Some delay or prep time between levels would have been nice - if you don't let release the buttons immediately you can run directly into spikes etc. at the start of the next level.
And a more clear end goal - currently you just walk of the edge of the screen which was fine since you're generally going up, but it wasn't always super clear.
Visibility in the outside levels was a bit poor. Not terrible, but some more contrast between the robot and background would have been nice.
I also got stuck stuck between two disappearing blocks while walking on them a couple of times.
And was there not audio? Not sure if this was just on my end, or a browser issue though.
Also kind of sucks I got the bad ending but I'm pretty sure I collected the blueprints in every level.
Thanks a ton for the feedback! There were a lot of features that I didn't have time to test out before submitting so thanks for letting me know about these issues. I actually had a sneaking suspicion that the player may get stuck in the disappearing blocks so the confirmation was much needed.
I'm also glad to hear that you made it to the end of the game as well, my immediate friend circle couldn't so that concerned me lol
Had a lot of fun playing through this! The of difficulty spikes in some areas felt a bit rough especially when following areas were a lot simpler but nothing felt impossible. The parts with chained air dashes felt great to finally get right and the visuals were amazing! Great entry!
Thanks! I agree that the difficulty throughout the levels is pretty inconsistent, I started working on them during the last 2 days of the jam so I kinda just went hogwild with level design. I think in a future version of the game I'll rearrange the levels based on difficulty
I'm glad to hear that you enjoyed the levels involving chained air dashes as well!
This is a fun game with very nice art that reminded me of Metroid. I was not prepared for the main character to be named Queuebert, that name reveal really made me laugh.
Interesting game, from the full intro I can see a lot of love went into it. Art has a lot of charm to it, although the backgrounds could have used more detail to fit with the love that went into the tiles. The spikes in the earlier desert levels could have stood to be a darker color to stand out better. I can appreciate the philosophy that went into sticking with a limited resolution, even if the resolution you chose wasn't 64x (honest misunderstanding). Game could have used a lot more tutorialization, I didn't know that it was "press an orthogonal direction and X simultaneously to dash" until the area where I was left with literally no other option than to figure that out (by looking at the gif). Even if music was out of scope a few sound effects would have helped.
Thanks for the feedback! You literally just reminded me that I wanted to add several box colliders in the first level to make the controls more clear. On top of that, you just put into words what I should've said to my peers when watching them play the game lol
Nice concept. Was it 64x64 though? Felt larger!
Really slick game. These old fingers ain't nimble enough!
Oh no... I might have misread the rules for this jam 0_o
This game's resolution is 128x128... so uhhhhhhh
UHHHHHHHHHH
This game was so fun! It was a bit hard for me (but that's on my for playing Celeste with different controls). I loved the artwork, especially the robot and the dash animation. I think adding music and sound effects would have made it even better.
I'm glad to hear you enjoyed it! I was actually thinking of adding music and sound effects in a post-jam version of the game, along with tweaking the controls a bit
That would be amazing! Controls-wise, the only thing I noticed was that sometimes there were issues with dashing directly upwards. Otherwise it was great!
This was a pretty cute game. I can definitely see the Celeste inspiration :P
Thanks! I really liked the sense of control you have with Celeste's controls and I wanted to recreate that type of feel
This feels very close to Celeste right? Nice, but some sound would do wonders for it
Oh absolutely, I actually credited the game on the main page!
missed that :P