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King of the Shrill's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #34 | 3.500 | 3.500 |
Use of the Limitation | #37 | 3.125 | 3.125 |
Overall | #58 | 2.875 | 2.875 |
Presentation | #75 | 2.625 | 2.625 |
Enjoyment | #77 | 2.250 | 2.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
DustBeam
Software used
Unity
Use of the limitation
Finding the correct speed to get past the lights and regenerate health is the only way to beat it.
Cookies eaten
2
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Comments
Awesome idea and smooth aesthetics (and cool segmented and other technical approach however it is done). Lol, first I though I was moving the healt bar, and the balls just seemed like some effects. I feel this is a bit more puzzle game, not so much about speed. It's kind of too easy to die in my opinion, it's hard to say what you are doing wrong. A faster paced more open world would be great for me at least.
Thank you! The way I implemented the theme of speed was with the definition being more like velocity than fast, if that makes sense. You have to find the correct velocity, or speed, for each part of each level. It's not about being speedy. It's about finding the right speed for the situation. In my opinion, this fits much better with the theme "Speed is Key", since every level is like a lock, and the speed at which you go through it is a key. About it being too easy to die, I'm not sure what I would need to fix to make it less so. Thank you for the comment!
Oh, yeah I get that (and I also thought speed could also mean low speed when I was spitballing ideas). However I didn't notice how it would have an effect in this game. Felt hard to predict the result; I merely focused on staying away from the lights, so for example if there's two lights, I'd try to go what's exactly in the middle of them, since it would be the darkest spot. I guess I have to check out again how even slower speed or right amount of speed would affect it all. Maybe if it's too fast the balls don't quite follow the route so exactly?
Cool Idea, it does have lots of expanding potential.
Good idea but it could be expanded on. Maybe some moving light sources or being able to collect more segments of the player (like snake?)
I like the idea of being able to add more segments, might add that as a higher difficulty feature in later levels. Also, there are moving lights, if they weren't moving for you then that's a bug I'll need to address.
I liked the concept, but my main issue was that the players were hard to see, but the general style was great, and I get you wanted it to be this way
Yeah, the players being hard to see is one of the incentives to go into the light, even though it kills you.
Do the shrill really exist? I would never know because they are so well adapted to avoiding light and keeping in total darkness, and as I cannot see in the dark I will never be able to know if I have found a shrill...
If they are out there, I can only hope that their king more capable than I.
The shrill are completely fictional, atleast as far as I know. Though, they may be there, lurking, just outside of view. Following. Watching. Waiting.