Now that's a game jam entry! Great game. Great u included a whole lot of features in the game like with the menu system, like the art and music u had in the game also. Enjoyable game.
What did you make this in out of interest?
Play game
Eleanora's Labyrinth's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall rating | #18 | 3.682 | 3.682 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I made this with RPG Maker MV and the plug-in MV3D by Dread Nyanak. I'm glad you liked it!
This one has some character! This is an impressively full game for 48hrs, and the animations and art fit well together. Controls took a minute to get used to (the camera controls seem unnecessary). Overall it was a fun little adventure.
*Fighting the urge to say that combining colors with light uses additive mixing, not subtractive...*
its cool and the graphics are nice, but the controls are a bit weird
if you dont mind can you play and rate my game?
Beautiful game.
Only problem is that posted native clients do not run on linux and even the html5 version do not run on linux via itch.io client but it runs in browser. As that are minor issues that can be repaired later. My overall rate is 5. As the game is nice playable enjoyable with many elements and as a game complete.
Really like the game and the puzzles.
Just after my first mess up, I was so relieved to ge the ability to destroy balls.
Very well done text/speech system! The pseudo-3d/2d hybrid was pretty neat!
I would recommend making the controls work relative to your view. (I figured out the weird camera controls, but the directions were always relative to the world, not the view.)
Also why did you have meta-game stuff like menu screens be unlocked in the world? That seemed really odd.
Overall, very well done for 48 hours! Like, VERY well done!
Oh I almost forgot to mention, I would recommend super testing your puzzles. Currently it's possible to push the balls into corners such that it's impossible to finish the level.
Originally, I incorporated the game features into treasure chests because I wanted the player to feel like they had a buy-in with the tutorial, rather than being given directions. I'm still learning how to make tutorials; a few game jams ago, I wasn't doing them at all... oops.
I was curious how it'd be received if I treasure-chested the game features, especially since I didn't have plans for other items to put in treasure chests (but I love treasures so much!). I was expecting it to go either way.
I made the ball-buster after finding a couple dozen places where I was stuck behind balls. Definitely need to get better at level design... >_>
Thank you for the kind and constructive words!
Very polished and lengthy for a 48h gamejam game. Loved the artstyle, but the gameplay felt kind of repetetive. There also was a bug with pressing "w" where the camera tilts, but you can't tilt it back. Still a good job!
I was worried it was a little repetitive! If I spent another a week in it, I'd add new mechanics every level, so it felt like, by level eight, several balls were being juggled in the air to succeed at the puzzles. In hindsight, it probably would've been better if I only did 4-5 levels, yet each one introduced new mechanics...and holy moley, do I need to learn more camera controls! :3
Thank you for taking the time to provide helpful feedback!
Kinda cool engine but definitely not an instant-getting-to-used-to-the-controls :D
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