Play APEIROGON
APEIROGON's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #30 | 3.074 | 3.074 |
Concept | #34 | 3.148 | 3.148 |
Presentation | #42 | 2.778 | 2.778 |
Overall | #43 | 2.769 | 2.769 |
Enjoyment | #63 | 2.074 | 2.074 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Brigadeiro (Programming, art, concepts, story), Fernando Rabello (Programming and extra help)
Software used
Construct 3 for everything.
Use of the limitation
In the platforming sections, all the platforms are alive, and move. The power-ups are also alive and walk around. The monsters in the game are also living rocks.
Cookies eaten
About 6.
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Comments
I like the concept, but I had a tricky time telling if I was doing any damage or not.
Thank you! But the monsters should turn white for a second when they're damaged, that's not happening?
I guess not? I’m not sure. I can’t tell if I’m damaging them or not.
This game has a unique and nice concept, but I think there should be more invincibility frames when you take damage, because the game is quite tough to play. It's still a good submission :)
I couldn't quite figure out how to progress pass the initial area, but I liked the animations and the whole opening sequence was entertaining!
Resuming progression: Left click to release a shockwave that damages power-ups and scares monsters away temporarily. Once the power-up is killed, you have 5 seconds to use it by pressing M, depending on the power-up it will either heal/protect you or damage the monsters.
But I'm glad you enjoyed the visuals and cutscene!
I really liked the style—it's genuinely captivating!
I've really enjoyed the story and visuals of this game! I wasn't able to easily grasp the mechanics of it even with the instructions, however. It felt like the monsters weren't responding to the shockwave. It may be a glitch or maybe I wasn't doing it properly. I do like the concept a lot, but couldn't get past level one due to my issues with shockwave.
Thank you! But shockwave isn't supposed to attack monsters, just power-ups. Shockwave ONLY makes monsters walk away, that's the utility, it doesn't make sense for a small shockwave to damage stone.
It's a interesting idea, but the combat is kind of boring, but also too difficult. I felt like the only way to get past the pits was to sit in the corner and spam the shockwave and power up. I think the power ups are on a time limit for when you can use them, but it wasn't clear to me if that was the case. I also feel like knowing what a power up did would be nice.
The idea of the platforms coming alive and moving seems neat, but currently the platformer sections don't make much sense to me. The first few platforms in the first section aren't tall enough for you to stand on without touching the lava, and I found it easier to just quickly jump through that section.
The sword feels like it was introduced too late into the game, and power up spam still seems better. The infinite jumps doesn't make a lot of sense since it would make any future platforming pointless.
The story was cool, though some of the text was cut off, and there's a bit of a delay when you click to advance so it's possible to skip some of the story.
If the combat was a bit more interesting I feel the game would be fairly solid.
The platforming sections are supposed to be more fast-paced, tbh. Some platforms are that short so there's more of a challenge and you don't stand on there for minutes. The original idea was to have a wide empty area and you gotta get through it by having the platforms move, unfortunately I didn't have time for that. The infinite jump is only for the last level, not in platforming sections (that's primarily why the final level has no platforming) in case you get cornered by monsters, or to attack some monsters that are on upper parts of the map. The sword is really just to make the last level a bit easier, too.
Yes, you have 5 seconds to use power-ups, I'll be sure to add that information and what the power-ups do on the instructions of the game. I'm testing the cutscene and the text isn't being cut off, so maybe that's an issue with your browser.
As of you reading this, likely a new update is out with more info on the instructions. Also, what could I do to make combat more interesting? I really dunno.
Maybe if the pits were bigger, so you had to first chase down a power up and then you would kill some monsters, and the process would repeat a few times before you progressed? The power ups could also have more distinct effects since they all look the same just different colors and shapes. Like maybe the square is a beam attack, and the circle is a bomb or something.
It's a bit hard to come up with ideas beyond that since I'm not sure how you want combat to feel, but hopefully my suggestion can give you something to think about if nothing else.
Interesting idea, I'll consider it, I do agree the power-ups need some effects, tho. In Level 3 I kinda wanted you to chase down the power-up, but it falls quicker than Rahagon. I'm not sure how chasing power-ups and then killing the monsters would be a large glow up from attacking power-ups and then killing the monsters, since that's not very different, I might say.
I feel like the combat should feel difficult, but dynamic, with everything having a reason to be there.
Great work! I loved the setting and the cutscenes. The gameplay concepts were great as well. I loved the anthropomorphized power ups and the idea of the living platforms.
Some people have pointed out that the difficulty is a little steep. I think it would help if the combat areas had a little more verticality to them. A few platforms here and there and maybe some slower moving power ups might make the combat more dynamic.
Overall I really enjoyed this games atmosphere and commitment to storytelling. Great work!
Noted! Thank you for the feedback, this will be very important in the update I'm preparing! Some platforms sound like nice ideas, the issue I had is maybe they'd fill the combat area a bit. Also, thank you very much!
Nice monsters. Lacks a little bit of feedback in general but good effort!
I like the story at the beginning! ^^ The monster designs were also great!
Great job, i like art, but a little bit hard for me. I spammed left click and activated power-ups, but couldn't pas first section(((
Thank you! I'm thinking of making the game more gradual; so far, every level has the same difficulty except level 3, I'll likely make level 1 easier.
Very well thought out story! I wish power-up activation was auto, it is quite difficult for me to press M, move, and spam mouse clicks=) Nice work!
Thanks! I think that auto power-up activation would be a bit bad, by manually doing it, you can release power multiple times. But I've been thinking of moving M to Ctrl, E, Q or Shift.
Incredible ms paint art !
Thank you!
Very atmospheric!
The cutscene was a very pleasant suprise, graphically it’s nice, but it’s too difficult for me. Either I really suck at this or the sword mechanic doesn’t work. Either way, pretty cool :)
The sword is only available at the last level, sorry! I should warn that to players.
Really cool game! I liked the story, and the overall atmosphere is also very cool!
Hey there! I remember you from Untitled Game Jam #104, you made "Not Again!", right? Thanks for the feedback, I appreciate it a lot!
Yeah! I also remember you! If I remember correctly, you made "Let the villain save the world". Keep up with the good work!
Yeah, I did make Let The Villain Save The World! Thanks for the kind words, also, congrats on placing 4th, btw.
Thanks! Congratulations on placing 6th for you too!
Thank you!
I like that you included the story in the beginning :D But sadly I am too bad at this, it was really hard for me to survive even the first :x
Thank you! Perhaps you haven't understood the game well. I recommend reading the decription, there are instructions on it. But I updated the game so it's more obvious.