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Treia's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #4 | 3.719 | 4.400 |
Use of theme | #5 | 3.888 | 4.600 |
Enjoyment | #6 | 3.381 | 4.000 |
Use of prerequisite | #7 | 4.057 | 4.800 |
Overall | #8 | 3.521 | 4.167 |
Concept | #9 | 3.212 | 3.800 |
Controls | #10 | 2.874 | 3.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Great job! I especially loved the character design! Quite a feat for 48 hours. :)
Thanks! appreciate it :)
That was so cool! I loved the boulder interactions a lot. Really satisfying to push them all away haha. Graphics looked great too
Glad you enjoyed it!
The graphics look really cool!
But there are some bugs)
Thanks for your comment!
Definitely there are things to iron out, if you'd like to take time and tell us what kind of bugs you encountered that would be great. As probably 99% of bugs are my fault, and it's a learning experience for me too, so I can consider these buggy scenarios in the future projects!
Otherwise no worries!
So far I've only found some bugs with collisions (an enemy got stuck between a rock and the ground and started spinning), but other than that everything seems good!
Thanks for this!
Holy moly, what a fantastic game for 48 hours! The art and animation are fantastic, controls are tight, and you have a very enjoyable progression. Love the choice of spells, the bubble power was really awesome. My only issue was a bug I got when trying to cross the trench where my character wouldn't stand on the boulders and instead kicked all them away, but when I restarted it was fine. Overall, fantastic work!
awwwww
Thank youuu :3
we had some problems with those boulders ':D
Thank you for your feedback!
Thank you for your kind words! We tested the idea with walking on boulders a bit late into the project and had to find the fix, rather than rebuilding the system from ground up,
if you're curious what we did - on player character we have a collision detection capsule that on overlap disables physics for boulders. And then we have another, slightly smaller Character Collision capsule, that can push physics objects. The Idea was to disable physics, before Character Collision can reach the boulder, but it appears that there is a way for boulder to overlap with both at the same tick, therefore the physics get resolved, at least that what I think has happened, not 100% sure lol.
I'm sure there is a million better way to do this, but in our setup that seems like the best quick-fix solution, and it's serviceable it seems, so I'll take that ^^
Regardless, I'm glad it worked as intended after the restart!